Absolutely agree. But it's a very different kind of combat to what HERO delivered, for better or worse.
I'm afraid I just don't see it that way, and I've certainly known a lot of comics fans that don't. I don't know this part of this argument can be anything but a question of taste and perception.
(The only think I might agree with is there's problems representing the movement speed of supers on a battlemap. That was clearly a tradeoff, since its the sort of thing that can be a failure state no matter how you represent such thing (while some characters zip around all the time, especially traditional speedsters, even others with high speeds just--don't. I've never actually seen a way of representing movement in supers games I thought entirely worked)
Like, I mean this is my cheap go-to comment, but by that logic, y'know Flash should get like 4+ comic book panels for every one that Green Lantern gets lol. It's just not comic-book-like.
Sometimes he sort-of does, as in they'll show him doing multiple things in the background while another character is acting. But true speedsters are often a problem to represent (as compared to characters who just have better overall reactions than others).
Note you rarely saw a speedster built with a radically higher speed than an extent skilled super combatant anyway; you might get an 8 to a 6, but the game didn't exactly encourage trying to do things like drop a 24 Speed on someone given price structures.
One of the real functions Speed served was to create a generic edge over mundane opponent like random crooks; it meant that a superhero was going to get earlier and more choices than a mook without making the latter completely pointless. You can argue there are modern methods that do this better, but it wasn't like it didn't work.
That doesn't mean it's worthless or unfun, just not exactly what a lot of people were actually looking for from that genre.
Well, as I noted, if you aren't at least moderately focused on the combat end, I'd suggest there's a number of supers games, both then and later that weren't going to work for you.
Yes this is a superb point and I think part of why HERO seemed to get so many people really RPing with it, earlier on than that seemed to be "normal" in TTRPGs (this is before my time, I didn't start RPGs until 1989, and didn't meet lots of other players until 1993 and later, I'm going from historical accounts, but I think they're probably true).
Well, I may be biased as I have some reason to believe I was effectively the first person to come up with the idea of Disadvantages in the predecessor to Hero, because it was obvious that a lot of RPG players, even ones that were superhero fans, were gamist enough they weren't going to take serious disadvantages as was common in the genre without a bribe. But it did seem to work that way when not ignored (and make no mistake, it was ignored all too often; you really wanted to roll more than a couple Hunteds into something like a larger Disadvantage called "Rogue's Gallery" or the like if you had that many seriously after you, and a similar problem could come up with DNPCs if you got carried away; that was one of the common problems with the fact the game had too low a base points and too high a maximum Disads.)
I would say so, but I wouldn't overstate the argument. Like, I don't think M&M's fundamental philosophy is the same as HERO re: powers and combat and so on. I think it HERO is going for this sort of "detailed tactical sim" (both gamist and simulationist, perhaps more gamist), whereas M&M just wants a reliable and smooth resolution mechanism that feels good and genre-appropriate and is thus positioned at a more gamist-narrativist point (if we accept the modern usage of "narrativist" to mean "interested in feeling like a specific genre even at the cost of potential 'realism'"). Oddly FASERIP, I think without any conscious intention, kind of ended up in a similar place much earlier on.
Its farther along than Hero in that direction I'd agree, but too much of the structure of the game still cares about fine distinction in and out of combat to not see it as of a piece. One argument for your point from my POV is after years of using it, one of the reasons I dropped it was I concluded too many combat choices were illusory, but I doubt seriously that was deliberate.
