Ugh, yeah I missed a lot of that. That sounds awful. How do you take a game that is good and works and screw it up like that.
Frankly, by listening too much to the community instead of sticking to the initial vision. They instituted a role-based combat system. Brawlers brawl to keep the action away from the fire support, who depend on the scouts to find targets for them. The light scout signals they found a target, the LRM indirect fire support hiding in cover in back starts raining destruction, and suddenly people are spamming the forums about how overpowered LRMs are. So LRMs get nerfed into oblivion for both accuracy and damage. So the battlefield dynamic starts switching away from fire support and scouting to brawling and squirreling - and emphasis switches from "missile boats" (boats, for our audience, is MWO-speak for a mech that only loads 1 type of weapon for simplicity's sake and minmaxing) to laserboats, gauss snipers, and AC40s (a "boat" consisting of two AC/20s and little, if anything, else).
Again, the forums rise up in cacophany about how this that or another "boat" is ruining the game with its no-strategy imbalanced builds. Everybody should be forced to have 5 weapons groups of various range and type, right? So PGI introduces "ghost heat," that is, bonus heat that comes out of NOWHERE when two or more (depending on weight, the limit was 5 MLasers or 2 LLasers or gauss rifles, and ONE AC/20 at a time) of the same weapon are fired simultaneously. IE, you fire one AC/20, you get a 15% heat bloom. You fire both, you get a 70% heat bloom. You fire one Medium laser, you get a bump of 7% heat. You fire 6, you get 70% or thereabouts. I have a buddy who had 6 large lasers and nothing else on his Atlas AS7-BH (Boar's Head hero variant). And one alpha strike immediately shut him down if he was at min heat to start... and an alpha at any level higher than minimum would cause him to explode. Also, people constantly complained about how Gauss Rifles were unfair because of their damage and range with no drawbacks (other than their weight of course) so their nerf was a charge up time... to fire the gauss rifle, you now have to hold the fire button down until the light turns green, then let go. If you keep it held down too long, the shot aborts and you have to start over.
Right now, it's been my experience that most matches are won by wolfpacks of light mechs, particularly jenners and spiders, because they're so small and quick that ballistics almost always miss them due to lag, and lasers all divide their damage over the 1 second duration of their beam being on, so the crazing beams of light zigzag across them doing very little of their max damage to any one appendage or torso section. Say you've got 4 medium lasers and shoot them at a jenner running 140kph, and half the duration misses entirely, and the other half is spread across an arm, a torso section and a leg? That's about 3 damage per armor group, And most shots are worse than that. I generally run a CDA-3m Cicada with ECM, which is technically a 40 ton medium but really behaves more like a light - a jenner that ate too much and got too fat for jump jets. It runs at 142.6 kph and only has a 20 point alpha (1 large pulse laser, 2 medium lasers) but I routinely do 10 times my weight in damage just because nobody can really hit me when I'm running and dodging, and when they do, it's usually a laser shot dragged across me which divides the damage between 3 or 4 armor groups. And forget about the spider... it's so small and limbs so spindly, you might as well be shining a flashlight at it for all the damage your lasers will do.
Boy, did that end up being a rant, or what.