TheLostVikings, on March 29 2013 - 01:54 PM, said:
And if it's 2 on 2 you can focus fire the Tech into the ground then fight the remaining one afterwards.
[HWK]Deuy, on March 29 2013 - 02:16 PM, said:
Having a second strictly-offense damage dealer focused on you in place of the technician seems just as detrimental. Especially when you have the option of targeting the technician and removing his support without incurring the damage that 2 offensive mechs can inflict.
Yes, I would prefer a 2v1 be two damage dealers, for the simple fact that two damage dealers need to be exposed to my fire in order to influence the outcome of the duel. Both of you are assuming that the Tech will be visible/exposed while doing his job; the exact opposite will be true. Because the healing beam is sticky, and because the beam can go around corners, the most effective use of the Tech will be in cover, while the damage dealer pops out.
There won't be a chance to focus-fire the Tech down, or even to target him. Especially not with the new explosive feathering in place and a ~50m range on the Nanobot Rifle. Never mind that the Tech's still an A-class, with A-class mobility and A-class agility, and A-class dodge cooldown and A-class fuel generation/consumption.
There are myriad places on the maps where a skilled pilot can funnel a 2v1 such that the rear enemy has little/no shot. With a Tech, that won't matter, as they only need exposure of their friendly. The Tech will let them simply power through and get close, instead of having to back off or work for a flanking maneuver.
Balance should not revolve around "oh, well a 2v1 would be impossible anyway, so it's OK to make too-powerful combos". That's a bad strategy.
[HWK]Deuy, on March 29 2013 - 02:16 PM, said:
This is a very narrow-minded position to take, I'm not really sure I would jump to the same conclusions in any game I've played. Ease of use and being over-powered are not mutually inclusive.
The essential difference between your examples and the Tech is that the Tech will start out effective, and only get more so as skill increases. Ryu and the Soldier are moderately powerful as FOOS, but they tend to cap out and be only moderately powerful at high skill levels as well (which is why they balance off: they start moderately powerful and their power-to-skill curve is relatively flat). A ~63/sec heal rate in Hawken will be very effective in a noob match, and instead of capping out and being only moderately powerful, will be a dominant force.
Draco