Long story short - ranges might be a little over done - but the mechanic WILL make information and teamwork a very valuable part of the game.
Also the mechanic doesn't buff ecm - or kill small laser lights in any shape or form. Target + full range is instant you just can't be lazy with small lasers.
sycocys, on 14 October 2015 - 03:21 PM, said:
Here's the basic rundown.
1. The PTS notes were wrong unfortunately - its 60% of normal optimal range, not beyond maximum.
2. What you will see on your weapons without lock is the 60% range. So at least you will know where you non-locked damage starts to drop off from.
3. When you target - but not aimed on your target - it doesn't change from this stills shows the new range. Good say if you were spotting and fighting someone else, quick looks shows where you need to be.
4a. Nominal range updates when you point on your target.
4b. If you are pointing at you intended target and hit R (or let it auto scan) it IMMEDIATELY changes to the lasers full nominal range.
That mean no waiting for info delay before you can put full power at your usual ranges.
I didn't see an ecm mech in training grounds yet, but for now I'm assuming this mechanic will not change for them, just concerning how long it takes to acquire their data and a lock.
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My thoughts after running through training with a couple mechs.
This is actually pretty neat and will get rid a lot of the spray and play action from the super long ranges. That is until a scout pushes up a little bit and shares your target back to them. Really I think this will work wonders in that way to kind of force some roles into the game, and more importantly for teamwork and better play.
The ranges... Hmm I get it. it will really up the ante and force players to either do the scouting thing or play on the edge and get right in there so they can set themselves up. Possibly a bit overdone, but its better to start this out on the deep end and work back up than try to go the other way.