Sunday, June 22, 2014

Super Nerd Sunday Presents: Mechwarrior Online is Invaded for the Better!



After months of anticipation, an aggressive marketingcampaign (which, by all indications, has actually worked quite well), a haphazard last minute test that turned up some hilariously crippling bugs, and a launch that left game servers unusable (in a manner that ironically paralleled the communications blackout from Battletech lore), the Clans have at long last arrived in Mechwarrior: Online.  Setting aside the aforementioned technical issues, particularly those related to connectivity and matchmaking, there's much ado in MWO as the metagame adjusts to not one or two or four but eight new mechs, each with at least three variants, most of them dramatically different from one another.  The end result, though largely overshadowed by the discussion of technical issues that interfere with one's ability to actually play a motherfucking game of Mechwarrior, has proven more fruitful than I'd hoped: the metagame of MWO is chaotic again for the first time in a long time.  Not chaotic in the brief, furtive way that the a new mech's release makes it chaotic, in a manner that stabilizes after a week or so of play.  Chaotic in a manner that it seems won't be normalizing any time soon, a sort of chaos that reminds me of the days when I first started playing, the era when players were still uncovering the mechanics of the game, and the means by which to use them.

The greatest fear that the player base voiced, the justifiable fear that MWO would suddenly transform into a "pay to win" structure for the intervening five months before all the Clan mechs become available for public consumption, has not come to pass.  Clan mechs aren't destroying the balance of the game overall, which is a bit of a surprise.  In Battletech lore the appearance of the Clans revolutionized warfare, and nearly every initial battle against the Clans was hilariously lopsided, with genetically engineered supermen in vastly technologically superior robots laying waste to planets faster than their supply lines could keep up.  According to the Battletech history books, supply issues were a greater threat to success of the invasion than the military might of the Inner Sphere.  The Clan mechs in MWO aren't the fearsome behemoths this lore might lead one to expect, not by a long shot.

Not to say that Clan mechs aren't fearsome: their LRMs fire much, much faster projectiles that hit just as hard as vanilla LRMs, making them terrifying artillery pieces, all the more potent under the current LRM heavy metagame.  And, while they're relatively underutilized at present, Clan Streaks are a fearsome force when they're brought to bear.  Clan MGs, likewise, are simply superior in every way to their Inner Sphere equivalents: no increased heat output to balance them out the way other weapons are balanced, weighing in at a quarter ton with no downsides whatsoever.  Just a harder hitting version of an already sleek, highly functional weapon.  There are other advantages, too: U/ACs and LBXs in every size make for some tense engagements that resolve very, very quickly in one direction.  In one game I poked my head out briefly, just for a moment, and ended up catching one volley from a firing line, largely unfocused.  The volley took off the entire right side of my Stalker, which meant that a few hundred points of damage spread were spread over three critical slots in a matter of seconds.  The Clan mechs have a brutal damage output, laying down withering firepower with ubiquitous ease.  Nearly every Clan chassis is capable of dishing out DPS at a rate equivalent to any of the "broken" or "overpowered" mechs of the current meta, and some, like the Direwolf, take the hurt to a whole new level: a Direwolf, properly configured, can carry four AC 20s, twice the load of the already absurdly overpowered Jagermech.  That's enough firepower to potentially do 160 damage in a single volley to a single component, enough hurt to knock out nearly any mech in the game out in a single blow.

These additions have certainly changed the pace and flow of the game, but less than you might think, if my experience so far has proven any guide.  While Clan mechs do sport some insane damage output, I seem to still be doing fine against them in my old tried and true Inner Sphere designs.  It could be that people are still working out just how to optimize Clan tech for maximum cheese, but I get the sense that's not the whole truth.  At least a little bit of credit is owed to some wonky new hitboxing.  Many of the most powerful clan Assault mechs have generously large center torso hitbox registers.  That means that firing anywhere near the giant conical nose of a Direwolf will likely land you a hit on the most vulnerable spot on the mech which, in turn, will drop the Direwolf more quickly than wearing it down with delicate love taps on either side of its torso.  Not every Clan mech has this issue: the Timberwolf's giant Mickey Mouse ears make its side torsos distracting targets, for example, but for whatever reason firing at the center of mass seems to be a perfectly effective strategy when fighting Clan mechs, even more so than when fighting Inner Sphere mechs.  Hell, sometimes it's even more expedient than removing legs one at a time, arguably the most effective way to kill anything in this new era of uncertain hitboxing.  The end result is that that 100 ton Direwolf that scared the living shit out of you with its four U/AC 20s will receive most of its damage right where it doesn't want to, regardless of what its pilot does, which will seriously interfere with its effort to use those big cannons.

This is mitigated somewhat by the mobility of most Clan mechs: while the lights might seem a little underpowered, just breaking 100 kph with speed tweak, the heavier mechs tend to be as fast or much faster than their Inner Sphere counterparts, and they're all nearly all surprisingly dexterous for their size.  Even the heavier mechs, thanks partially to the ready availability of jump jets on most chasses, can outrun and outmaneuver an Inner Sphere mech of equal tonnage.  The Timber Wolf will redline near 90 kph and jump jet up a hill doing it, which would make it an ideal flanker under a different metagame.  Therein lies the rub: at present, everyone and their uncle wants to employ Clan mechs as an LRM boats, which often means the mobility and maneuverability they bring to the table isn't being fully utilized.  In the future, there could be a number of terribly tough Clan mechs using their oversized Streak SRMs and pulse lasers to lay waste to mechs at close range, but right now they're in the minority.

The Clan mechs are also surprisingly small.  Like, really small.  It's kind of an advantage, smaller targets being harder to hit and all, but it also makes some of the chasses, especially the heavier ones, a little less intimidating than they might otherwise.  There's something to be said for the raw scope of an Atlas or a Highlander, the manner in which their profiles discourage direct engagement.  Fighting a Warhawk, on the other hand, feels like taking aim at a toy.  Despite the damage they can do, I'm not afraid of Clan mechs in the least when I see them on the battlefield, and at least part of that is owed to the fact that I feel like I'm towering over them, even when I'm in a Cicada.

That said, I am scared of how their weapons sound.  The Clan ER PPC is fucking terrifying.  Clan missiles scream in, and Clan MGs make my cockpit rattle when they hit.  If Clan mechs look like toys, Clan tech sounds like a set of god damn nightmares.  Given the damage output that Clan mechs are capable of when they're used well, the shoe seems to fit.  The influence of the Clans so far seems to drive the meta towards brief, furtive combats that end quickly and decisively, often with the bulk of shots hitting the center torso.  There's something to be said for the directness of the conflicts that this structure generates, but it also erodes the methodical take that Mechwarrior brings to the first person shooter genre.  When I'm fighting a Clan mech, I'm not taking it down piece by piece, I'm firing every weapon I can into its center of mass.  Some mechs change that meta: the Stormcrow and the Kitfox, most notably, have hitboxing that strongly encourages "sweeping the leg," a la the Centurion or the Jagermech, but these are the exceptions, not the rule, and the brutality of Clan weapons, even in their adorable packaging, makes for brief "oh shit" moments followed by lengthy spectation.

The odd thing is that the LRM meta seems to be less prominent in the games I've been fortunate enough to play post-release, despite the advantageous nature of Clan LRM tech.  Perhaps it's the fact that Clan mechs have such brutally satisfying direct fire weapons at their disposal, or perhaps it's that increased speed and maneuverability.  Maybe it's the way that hardpoint schemes exist, often limiting LRM schemes to "all or nothing" variants, forcing players to choose between mechs that have only missiles or direct fire weapons available to them.  This might change as people get more comfortable swapping omni pods between mechs to mix and match variants.  It's tough to say, and it's tough to care.  For now, it's just nice to see MWO feeling strange again, like unexpected things can happen on the battlefield.  Perhaps the game will stabilize quickly, and ruin the lovely chaos swirling as people both learn to play and learn to play against Clan mechs, but I hope it doesn't.  There's something refreshing about the infusion of Clan mechs into MWO, something that makes the game feel alive again, like a moving, growing organism, one that is still taking shape, the way the game felt in the old days.

No comments: