DeaconW, on 06 June 2013 - 12:57 PM, said:
Nothing wrong with hill-humping...a tried and true, age old tactical maneuver.
I guess I should be more specific. 6PPC hill-humping Stalkers should be taken care of. I'm pretty sure the art of peeking over a hill and firing a shot won't be lost any time soon.
Jaguar Prime, on 06 June 2013 - 01:10 PM, said:
I admit, there were complaints but not as loud as the ones about Jumpsniping. Now with Jumpsniping gone, whats left?
Currently, yes. Don't get me wrong, in theory I would like to have viable long range play. Currently it's somewhat OP and cheesy though.
The problem comes when those who like to play "long range" see no problem with duct taping massive amounts of weaponry together and expecting it all to hit the same pixel at any range, instantly. I call this the Point-Click-Win mentality. It likely stems from people playing FPS games with sniper rifles against squishy human targets, and thus are used to "One Shot, One Kill", which works perfectly fine for human v human FPS games, but has no place in a mech combat simulator, which has neither sniper rifles, nor squishy targets.
If they would just fix the instant convergence bug(I call it a bug because there is a pilot tree skill for it, to increase it's speed, however, since it is currently instant, that skill is utterly pointless, thus instant convergence must be a bug), and remove the buffs PPCs were given to combat lack of HSR, now that HSR is in place and working, and add stiffer heat penalties/caps, then I don't think anyone would have room to call long ranged play cheesy, because it would require a lot of skill.
Edited by Dude42, 06 June 2013 - 01:33 PM.