> > You play at a very low level where people make awful mistakes so you don’t see the problem with your scenario.
>
> This is not only an assumption but a very rude one.
Judging from what I’ve heard about Costa, he didn’t intend for it to be rude. Apparently, he actually is massively skilled at the game, so it follows that an average level is, relative to his, very low.
> As you can see, there should be a lot more than just “weapon choice” contributing to the gap between a good player and a bad player.
This is a valid point. But when discussing weapons specifically and exclusively, does it not make sense it ignore factors not related to weapons? Neither the inclusion nor the exclusion of such factors would necessarily invalidate an argument, I think.
> If weapon A beats weapon B and neither player is limited than the player with weapon A will win every time.
But A might not be superior to B in every situation, and if it’s easy to change the situation, then the result could be an interesting back-and-forth as the two players battle, no?
If A is better at range (say, a railgun whose projectile speeds and becomes more damaging with distance) and B is better close-up, then one might think that the combat ranges at the start of a battle determine the outcome – if I’m holding A and I see a guy with B from a distance, the B guy is screwed, right? But if there’s enough cover, B could easily approach me while avoiding death. And so it becomes a back and forth, as we struggle to maintain our respective optimal combat ranges while trying to land shots on each other when we get close to the ranges we need. (Admittedly, this example – navigating cover, moving while still maintaining aim – would be easier to imagine and would work better in a 3PS than in an FPS, but I think it still demonstrates my point: make the circumstances highly mutable, and rock-paper-scissors can be avoided, I think.)
The trick is kill times. A lot of people argue against long kill times and say that they’re inherently bad. Not necessarily, I think. The only thing long kill times really do is increase the amount of time one spends in combat (as opposed to traversing the map). If kill times are very short, then yeah, the ranges at the start of combat are the only ranges that matter and things do become rock-paper-scissors. But if kill times are a bit longer – not annoyingly so, but still, longer – then that back-and-forth from above comes into play, no?
(Forgive me if I sound nonsensical. I am tired.)