Before I begin, let me make something clear. I do not think the TOW itself is OP (although if I'm angry I may say so). They could buff it or nerf it, I don't really care. The problem is the role it currently plays in the game.
The TOW is a great weapon. It is low-risk/high-reward, easy to learn, worth it to master, and I am absolutely sick of seeing them everywhere. Such a great weapon should be earned, not handed out like free candy to anyone who gives this game a few minutes of their time. If you start with the TOW, there's nowhere to go but down. Who wants to keep playing a game where you start out with the most powerful and easy to use weapon_
There is another problem this is causing. Everyone in a game has a TOW and whoever doesn't will be at a disadvantage due to its inherent nature. I've been forcing myself not to use it ever since Alpha 2. I've played Infiltrator, Sharpshooter, Rocketeer, anything without a TOW up until now. But I recently broke down and starting using the Berzerker. It was then that something amazing happened. My fear disappeared. I finally had the ultimate weapon in my hand and I didn't have to manipulate my opponents into a situation where my weapons were more effective. I had been playing with a handicap up until then because everyone but me had a TOW. This is just wrong.
I repeat, the TOW is not OP, but it is a prize weapon. It should not be the common as dirt mech equivalent of a free AOL trial. Therefore, the recruit mech needs a new loadout. This is the best possible solution. But what weapons should it have_ I thought a lot about this. The starting weapons should strike a balance between power and ease of use. A balance the current recruit lacks due to having both the TOW and the most powerful fully automatic weapon in the game: the assault
There are currently four special weapons in the game. The TOW, the grenade launcher, the sabot, and the hellfires. Of these, the best choice of starting weapon for someone just picking up the game is the GL. The Sabot has too narrow a function and the hellfires would be even worst than the TOW as a recruit standard (can you imagine_ INCOMING all gorramed day. ick). The grenade launcher on the other hand is a very understandable and versatile weapon that would not drastically alter a match by being too common. Only in the hands of a skilled player can it create the same pressure that a novice with a TOW does. This is what everyone should start with.
So, what primary should the recruit start with_ The sub-machine cannon, definitely. It is by far the most vanilla gun in the game, with no clear strengths, weaknesses, or even a definitive role. Why this was not the starting weapon from the get-go I have no idea because that's clearly what it is best suited for.
To summarize, the CR-T Recruit that everyone starts with should be a B-class equipped with a GL and an SMC. Basically, a medium sized Vanguard Cupcake. Not only would this put the TOW in it's proper place, it would solve the problem of people being disappointed when they buy any mech that doesn't have one. The game would stop being defined by match after match of dodge-the-rocket and become more fun.
One last thing. To diversify things more and increase the hook potential of the game. I suggest all CR-Ts start at level 7 with whatever alternate weapon seems best. Also, everyone should start with 4500 credits or so. I shouldn't have to explain why.
Edited by Silk_Sk, December 23 2012 - 10:28 AM.