I am not talking about one hit/one kill strikes but this is ridiculous, I've watched 2 streams and in the majority of cases that's what is coming to in the end.
I see what your saying. Yeah, you're right about that. In the matches I've played, I would set up a firing line or kill box, and the AI would filter in one by one because of the turn order design they've implemented (faster mechs move in the first turn, slowest mechs in the fourth turn). So the fastest mechs would move into range of my mechs, as the turns progressed I would have 3-4 mechs firing at that one while the slower enemy mechs would be out of range to do any significant actions. So, obviously, this doesn't bode well for the single player campaign combat. And the worse thing is, combat feels so limited tactically to boot.
The combat should be feel more lethal the closer the range is. (I know melee is found cool and all but it's also retarded and it should be use only on special instances where mechs ran out of ammunition)
Not necessarily. If you know your Battletech weapons you know that they have optimal ranges.
Melee is also used a lot in Battletech lore. In fact, some mechs carry melee weapons like this crazy thing:
http://www.sarna.net/wiki/Axman
Friendly fire should be a serious issues,
Agreed. This is one of the really disappointing things.
each AC projectile/beam should be an entity modeled ingame and its damage potential should be reduced the more it had to travel to target.
Missles chance to hit the target would depend to the ability to that's pilot skill and countermeasure and mech's ability at active jamming.
Agreed on these too. At the bottom of this post I've added my 2 cents in regards to lasers and autocannons.
^14:25 the shots hit the mountain side and he still takes damage to the mech.
^ 1:51:21 missle hits friendly mech, no damage
^ 2:19:22 that's not a tactical game. it's an RNG fuckfest masquerading as one
Yep, I agree, all of those things are crap. The RNG in particular is my main peeve. I was going to add this to my previous post, but ended up deleting it: It would be better in my opinion if you always did a called shot with certain weapon types, lasers and autocannons, with varying accuracy for them. You would select the component you wish to target and then the RNG would do its thing, hit component, miss, hit adjacent component. The current system just feels like these things don't have targeting systems, which they do.