The range mechanic is quick getting used to, and having a scout helping your laser sniper really matters now. That is great, you SHOULD be relying on scouts to actually do their job in order for the team to win.
ECM change:
Wonderful. It's not a jesus box anymore but it is still very powerful. Even at close range, you only get the dorito and still have to wait 3s of LoS to get target lock/info. And you don't actually get your optimal laser ranges until you have that, so that makes ECM still powerful for both fighting and brawling, but not as OP as before. Carrying BAP is actually useful for all kinds of mechs now. A GREAT change.
Damage feedback change:
I was torn on this but after having tried I have to admit I really really like it. It is much more realistic and immersive that your computer cannot tell the damage without target info, and it further improves the scout role. After actual testing I say the pros of increased immersion and scouting is greater than the con of not being able to compare server side hit reg to visuals (though that IS a big con still, but the solution is to improve hitreg.)
Reticule graphic:
I would put the red flash back on top of the new X marker. I personally like the red flash better but I can see how this new visual is much better for colourblind people. There is no reason not to have both IMO. I still like that it is only on targeted mechs though, keep that.
Ranges:
Needs some tweaking to weird edge cases and to display the shorter range as default when looking at terrain, but in general the new ranges are much more balanced. It's nice to have IS and Clan lasers work a little differently, more faction difference is always a plus in my book, they are way to mechanically similar IMO. I think a more intuitive and principled approach would to simply make/say that IS max range = optimal range X2 and clan max range is optimal range X1.5. It's almost the same but easier to explain and remember.
Heatsinks:
I made some experimental SHS builds and tried out. It is definitely much more viable to run SHS now, that is very good. The best examples of semi-viable SHS builds are assault laser boats like 4LL stalker or 8MPL banshee(37SHS, std320), but those are actually playable in this environment which is great. I still think DHS are clearly better so it's still not a real choice in comp matches, which is a shame but it's definitely a step in the right direction! I like the IS vs Clan DHS being good in different ways as well, I might take that difference a bit further even.
All in all a very good PTS with great ideas and changes. I hope PGI doesn't take any of the people not actually bothering to test it seriously (hint: Those are the ones complaining with big rants before the PTS is even up, just ignore them please.)
One big issuse is that Radar Deprivation module is even more OP with these new mechanics, it really really needs to be changes to a soft decrease of retention instead of a complete negation. But that is true on the live server as well so...
Edited by Sjorpha, 15 October 2015 - 05:02 AM.



















