I don't know if I'm the only one who feels this way. And I'm probably wrong, as usual. But a couple weeks ago I started getting a sour taste in my mouth in any match where the other side had a really competent Tech, and we didn't. This feeling in me has grown worse and worse, such that I now consider it (especially the dreaded Tech/Incin combo) "broken", and I am leaving any match where a competent enemy Tech pairs up with the other "best" player on the enemy team. This is because in all but one case I have seen, our team is on its way to losing badly when this occurs.
It shouldn't be this way. There shouldn't be some magic spell that players can cast that assures their victory. But, inevitably, once I see this on the battlefield - that enemy (usually a heavy) dragging a "cord" behind them with a healing Tech on the end, I then see them take 1 of us out, move on to number 2, then 3, etc. Again, I'm not talking about just any tech player, but one who knows what they are doing and teams up with the "other" best player on the enemy team.
I know what most will say - "Just use a Tech on YOUR team. Problem solved." Yeah, tried that. I'm a horrible player anyway, and in Tech I'm even worse. As for getting someone on my team to switch to a Tech, I don't know how to do that. Last night I "lucked out" in one match where I was Brawler and my team-mates were Tech, Predator, Predator. And the Tech ran around healing the Predators!? Others will say - "Just focus on that Tech and kill it first." Again, tried that. First of all, this usually only works if you have other team-mates at that exact location doing the same thing. As for me taking it out on my own? Umm, there's a competent perma-health mech defending them, AND the Tech is healing itself while it heals his buddy (especially if he uses his special).
It just seems to me personally the game has way too much healing already. In the above scenario, if one/both of these enemies are also "orblording" then it makes it even worse. You can already heal to full whenever you want. Then the death orbs add more. Then you can pack on 3 more death orbs for some insta-heals. Then you can gain an additional 25% from every orb you consume, and finally you can start healing after every kill or assist. Then let's consider Turret mode on a Brawler giving a perma-10% heal and additional defense to a mech that already has 800 health, or a Vanguard or Rocketeer in Turret mode who take significantly less damage from anything but a rear assault. All of this healing/defense is BEFORE adding a new and exciting Mech that can heal itself by healing his team-mates, has a primary that will make his enemies take more incoming damage, and his special is a super-speed heal. And I already mentioned that the Tech/Incin combo feels VERY "broken" to me.
Anyway, I'm just rambling now, so I'll bring this to a close. It just seems to me that in a game about taking down the enemy's health and killing them, adding more ways for that enemy to never die is counter-intuitive. It creates "turtling", which I despise in a game like this. Enemies forming an impenetrable wall and saying "Come and get me." instead of seek and destroy. I'm usually all for diversity and new mechs, but for me adding the Tech took the game in the wrong direction.
Thanks for letting me vent though. Be gentle :)
Edited by harmless_kittens, 05 May 2016 - 07:36 AM.
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