Excellent diagrams. While the PGI guys may read them and feel ...
ungrateful for the crucial feedback being provided by paying customers, I was very amused. I'm glad I am not the only person pointing out how added complexity is usually a mistake, especially when simple fixes have not yet been explored or tested.
Gregory Owen, on 16 July 2013 - 03:22 PM, said:
they problem is when they fix something they do 2 things to it at once usually. and that doesn't allow testing to see if either actually worked effectively.
No, that's not really true. Every thing that they have changed since March has been individually bad, even if those changes were applied in their own, dedicated patches, with the exception of HSR for ballistics. HSR for ballistics wasn't bad, but it has unintended consequences (giving ride to PPC meta) that actually should have included MORE changes in that patch -- or soon thereafter -- adjustment to PPC heat. See also: Gauss Rifle.
It's not that they can't walk and chew gum at the same time. It's that they would trip over their own feet even if the only thing they had to do all day was walk, and the reason is because
they don't analyze the cause of their fallsand realize that their process is flawed, so they keep making huge mistakes because they repeat the same process over and over.
PanchoTortilla, on 16 July 2013 - 03:48 PM, said:
They should probably raise the damage per missile up to 2.0 to match regular SRMs now that they are hitting other parts like they're supposed to.
I'd like to see that on the public test server before it is deployed to all players. I would also like to see the test server, you know, running for more than 4 hours a week. I am not sure buffing up SRM damage a shitload is all that smart, but it does seem like the obvious and simple solution; and is certainly worth play-testing.