Saturday, February 1, 2014

Weight Limits and You

       I am taking a break from my ill advised series on the roles of each weight class in PUG matches to present some thoughts on how weight limits would change the way we play the game.  Much has been thrown around on this already, so I will try not to focus on that.  Also I will be focusing on only the PUG matches.

       This is because I play exclusively PUGs, and pre-made teams will have an even larger advantage once weight limits go into effect.  This is because they can plan, in advance who is in what mech.  For arguments' sake I am going to assume 720 tons as a base.  Mostly this is what the player base seems to have settled on as right, (more or less) and because it is as good a number as any.

       The inclusion of a weight limit means several things.  Firstly, there will likely not be any teams with 4 Atlas on them anymore.  Second, at an average of 60 tons per mech, everyone needs to pull their weight.  There will be more lights, and more mediums.  This is because a single Atlas will make the rest of the team average 56 tons.  There needs to be that offset.  2 Atlas makes the rest of the team 52 tons.  It gets bad quick.

       So to all the assault pilots: "you need to bring the noise big time."  To the lights: "one of you needs to babysit each assault on your team."  Sorry guys, but when there are fewer big guns on the team, the ones you have need to be preserved.  The only way around this is our newest MVP; the mediums.  Between 40 and 55 tons they represent a group that is below the average tonnage.  Each medium frees up tonnage for a heavy or an assault.

       Heavies:  Your role is basically unchanged.  But remember that each ton over 60 will cost teammates tonnage.  Given the Min/Max nature of most heavy builds, and the cost/ton of the damage they bring, I predict that this class will lose popularity faster than assaults.  My reason is simple.  With a proliferation of lights, and medium mechs, slow-moving glass-cannons will not be able to pull their weight.  They will be spotted, and disassembled too quickly to do much good.

       To the mediums: "you are now the bread and butter of a team."  At your tonnage and speed, plus the ability to pack some firepower, you will finally get the respect you deserve.  Still help out that assault pilot, but remember too that you have the ability to swarm and swamp enemy mechs.

       Think about this: a team made of all 6 assaults and 6 lights will do well, but it will be very hard to coordinate.  A team of 6 mediums, and 6 heavies will be easier to coordinate, and bring the same firepower, but not much will be different.  But a team of 3 Atlas, 6 Blackjacks, and 3 Hunchies scares the hell out of me.

       Mediums are great platforms for attrition fighters.  Guns, speed, and not too much armor make them hard to hit, and bad to be hit by.  I am predicting that you will not see too many assaults without ECM.  A map full of fast, mean attrition fighters means that being a big, slow target makes you die fast.  Unless you remain hidden.

       While it will mean some adjustment, and many min/max builds will be forgotten, I'm with the lore guys in saying this will be a welcome change, even if it mixes skill levels more.  Provided there are an equal number of green recruits on each team.

       Like we all are then, I remain cautiously optimistic.  Good hunting.

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