Hmmm, I don't know, I have a knack for getting away with a sliver of health even when I'm under attack from multiple enemies.
SO LONG AS, those aren't super clan boats, remember when we were playing IS only on SJ server the other day?
Those battles lasted pretty long and I at least experienced some great upsets, Bushwacker taking out heavies, couple of warhammers, a B and a Prime downing an Atlas C and such.
I'm not sure I want the game to go any slower than it does now, it already takes me a while to down lights with my Osiris Prime, I don't want it to take forever.
I do feel your pain when it comes to assaults, but when it was IS only Assaults at least had time to react.
I cannot stress enough how the Ncat and Madcat (to a much lesser extent Scat) are breaking this game.
The difference in damage output from the IS mechs to Clan mechs are best balanced in the lower weight classes, but as we go up the weights things get worse and worse, until you have the absurd death machines in the Clan heavies.
My feeling in this matter is that in 0.2.0 the difference between clan and IS was not as wide as it is now.
With the armor upgrade it feels like all the IS weapons have been nerfed, but for the better, I like the pace of the game now.
However the Clan weapons just feel like ignored the armor buff and rofl stomp everything.
Right now the greatest culprit for making games boring are Arrows, but I think with a few tweaks they can be easily balanced.
Clan tech however has become a greater concern for me, its a battletech concept I am now starting to question.
I have heard it said that clan tech went a ways to breaking balance along with the 10 free DHS in battletech.
As it is I am not sure what to do, it all depends on how true we want to be to clan tech superiority, at what point is it fun and makes the clan unique from the IS and at what point is it just getting annoying when everyone rushes clan tech with no drawbacks what so ever.
Take the CERLBL, remember when it was only 800m but did more damage than the ERLBL? It was better yes, but not annoyingly so, now you can't fight it with Gauss, ERPPC, or LRMs because it just has too much range. Sure I guess its "canon" to give it more range but it also starting to get annoying.
These kind of arguments I want to keep separate from "heat is broken" kinds. Heat system is doable in MWLL, right now it is pretty broken yes, but the Ncat presents an annoying problem in that you cannot nerf it alone without changing the design itself, which isn't fair.
Heat system changes are probably going to come in the effectiveness of Heatsink dissipation rate and MAYBE slightly more heat for certain weapons. The problem here is that almost all the heatsink change suggestions are going to effect every mech in the game, making heat a pain in the ass for all of the other lower HS designs while maybe making the Ncat doable.
Let's take the Awesome A for example, a true laser boat, but it is not easy mode by any means, it takes one and a half alphas to take an Arm off of a medium or heavy and you only really get one full alpha and a staggered alpha until you are forced to stop and handle the heat. From there you can hug the red line if you slowly chain fire but that is difficult to keep the damage in one place, trade offs.
The Ncat on the other hand has no such tradeoffs, how do we balance the two out?
If we nerf the heatsinks to balance the Ncat out it will cripple the Awesome A, if we give the Awesome A DHS to compensate that will make it too easy to use, I like the Awesome A as it is, the Laser Ncat should be a SLIGHTLY better version (More range and a bit more firepower, less armor).
Finally, remember that the larger these "target" team sizes are for balance the harder it will become due to the increasing variation of asset make up on each side.