Fallen Kell
Diamond Member
- Oct 9, 1999
- 6,135
- 494
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Yep, welcome to my comment from a few weeks ago. It all has to do with the view range. I feel so many of the weapons are imbalanced mainly due to changes they made from the tabletop. I get it, view range was suppose to give purpose to using light/medium mechs. Unfortunately it has simply skewed the weapon loadouts to focus on the 300m range. Some added heat on energy weapons was suppose to force ammo based weapons to be used. The problem is that they bumped up the heat of those ammo based weapons (mainly AC, but even Gauss), removing the reason the main reason for risking the ammo explosions while at the same time still keeping the drawbacks of running out of ammo. At the same time, missiles were given a huge advantage of calculating to hit per missile as opposed to as a whole, and the added "stability" mechanic heavily favors them as well.Wish the game didn’t bias so heavily towards close range brawls.
Look, I'm not saying that the TT rules shouldn't have been tweaked some for this game, but again, it comes down to not thinking through the changes being made and their consequences (not nearly as bad as "Mechwarrior: Online" lack of understanding of their changes, but none-the-less not completely thought through). The game's original universe and rules had lore and history behind it. But the sight mechanic in this game is beyond ridiculous. Don't tell me you can't see 32 foot tall object from more than 1/4 mile away even with your own naked eyes, let alone with the camera systems most mechs used (forgetting about the Star League/Lostech neural helmets that would have been in mechs like the Highlander we get which according to lore were able to allow the pilot to create a virtual reality, allowing them to fully shutter the cockpit and perceive the world through the mech's sensors and map data).