and likewise ONLY rewarding those who can set up an alpha strike, for the sake of satisfying your desire to destroy papier-mache robots while allowing zero room to learn how to do anything else, is a bit extreme, as well, all I'm saying find a balance, too long of a TTK and things get stale, too short (like less than one millionth of a second) and it becomes off putting for the person on the receiving end.
Edit: You are right on 1 point though,, this is not just an fps, it is also a mech game, with varying levels (classes) and styles of mech durability and speed, should an A class run circles around a class C? sure, but should a class C not have some means to respond to compensate? and what about the class B? not fast enough to keep up with the class A and not armored enough to survive a full burst
I see the word balance thrown around a lot on this thread. What exactly do you mean by, balance?
Do you mean balance as in "if I engage a brawler in my scout in an open field I should have an equal chance to defeat them outside of personal decisions in the heat of combat," or do you mean "give me the ability to square up with a mech that has a significant advantage due to a situational disadvantage?"
If you attempt to engage a full health brawler in a predator with no plans aside from direct assault you're going to get obliterated.
If you try to engage a berserker with your infiltrator equipped with an EOC and don't have an advantageous position you're probably going to die unless you hit all of those shots.
You cannot, and will not receive a crutch for poor combat decisions in this game. That, going back to the original topic of this thread; is not counter play. That is not exciting.
Turning the wrong direction to flee and desperately bobbing and weaving through the enemy team to find cover is exciting.
Setting up a predator trap at the start of the match, to later have a fleeing raider blitz halfway across the map only to trigger your trap is exciting.
Causing a veteran player to be fooled by your quickly placed hologram to buy you time to attack or escape is exciting.
Causing somebody to plummet from the top of origin to their death with a Mirv shot to their upper chassis is exciting.
Taking away certain challenging aspects of the game that add necessary depth and counter play options, to trivialize the risk portion that goes with any decision in the game, makes the game more dull and boring.