That Lurmageddon thing huh? Turns out, it never really happened after all. As some predicted, LURMS got boring after 2 weeks, the sligt nerf to160 m/s and the missing LURMpocaypse Trial-Staker disappeared (which is a shame, i loved sidetorso them in a row). Now almost all LURM-Boats disappeared, we are back to the good old meta.
My toughts on this: I am actually a bit sad. Even though i turned off the game for 2 days after the Initial LRM-Buff to 180 m/s because i got shrapnelld way too much, in retrospect it was a much more strategic game. Role-Warfare was at it's best with ECM-Umbrellas, DUAL-AMS's and many Scouts. But i must admit, it wa no fun for slow brawlers.
I dropped in many games last night with a LOT of Phracts an even more AC's.The classis AC/PPC Combo is stll out there, but as i see it, heavy AC-Builds are taking over. I've seen Mechs with up to 4 AC/5s slamming the slugs in obscene rates.
There has been a small Revival of PPC-Stalkers lately too, at least it seemed like therewre some 4PPC's Staks around.
Also what i saw that there really were not as many poptarts around as per usual.
PGI already announced in the VLog #3 that AC's will get some changes. I think rightfully so, since they do high pinpoint damage and have the best range in the game.
Are there any infomations about how PGI is going to Change the AC's? Maybe Charge-functon for all of them
I know there have been some discussions about this, but no hard Facts.
Many seem to favor Burst-Mode for ACs which i do not favor, since it would make them also spread damage-type weapons.
Also a drop in range has been promoted.
Another option seems to be to drop Ammo/ton Ratio a bit, so ACs would be high Impact at thestart of the game, but almost None in the endgame, where everybody is out of ammo.
My 2 Cent are that since AC's are real ammo-slugs with weight, they should have the usual 2xmax range instead of 3x. Also most of them Need a way bigger dropoff. Especially AC2's, but AC5's fly almost in a straight line, which to me feels weird.
Is the PPC where it should be with its high Ghost heat penalty and ECM-Counter ability? I would prefer a splash-damage model: 6dmg in Location. 1dmg in each adjecent Location, since the PPC is a package of particles, instead of pinpoint stream of Energy or one solid pinpoint slug. possibly with reduction or elimination of MinRange.
The Gauss is IMHO fine where it is, being basically a sniper/railgun-type weapon with its drawback due to it's Charge-effect.
Lasers are nice, i maybe would give SL and LL a sligtly larger range.
SRMS and Streaks are fine damage-wise, they just have prove hit-detection wise. And the rebirth of SRMS will help brawlers massivly.
Flamers NEED to Change.
MG is good and well balanced.
Any toughts, ideas, comments?
Edited by WintermuteOmega, 02 April 2014 - 05:49 AM.
	






						
				
						
				
						
				
						
				
						
				
						
				
						
				










								

