I like the general outline on how this might play out. But it needs some finish, that's for sure. But that's what the PTS is for, isn't it?
So, in general:
- I like most of the balancing of the IS-quirks. Some "glitches" appeared, nevertheless. Like, Panther 10K is still a joke. Maybe an UAC Jamchance-Buff would hep. Or that they removed most MG-quirks. Sorry, but an Arrow without MG-quirks, especially to range, will result in simply another laserboat. And I miss those AMS-perks. Gave some incentive to mount AMS, despite not being rewarded by ingame metrics. Or most teammates
I especially like that PGI DID tone down most of the ridiculous quirked mechs, like the Dakka-Dragon or TDR-5SS (quick note: TDR 5S will be next "meta", got even slightly better) without completely braking them.
Not so sure about how the Grid Iron plays out. Quirk nerfs AND Gauss-nerfs will hurt him. Might see another pass.
- I liked that most mechs which really had been left behind in terms of performance got an overhaul. Like a lot of the Resistance-Mechs. Or the Atlai. The movement-quirks will be great on them.
- Regarding the general gameplay: I think the heat-balancing, especially that IS-SS got a niche now, are the right direction.
I like the changes made to ACs, especially to AC2s (how do LB-X2 and UAC2 evolve, regarding the critchance?). Much needed. And looong overdue.
The changes to SRM might backfire. New PUG-Meta seems to be the return of the splat-brawler. Need to keep an eye on this.
- The changes to Clan-Lasers seem interesting - if PGI adjusts several other metrics to balance them out. Like, heat and burn time. Especially the burn time nerfs made after Revival need to be cut back.
Another point is the matter of the Clan-ERLL. It is, as it stands, the single true medium range weapon the clans have. In other words: after the max range of the Clan-ML is cut back, there is a HUGE performance gap for clan players in the range of ~500 - 600m. The single weapon to effectively counter the IS-LL, especially with quirks, would be the Clan-ERLL. If you are not willing/not able to sacrifice several tons to go for Clan-LPLs.
As it stands, the IS-LL will reign dominant in this range bracket, without competition. Even more incentive for IS-players to see the LL as their standard weapon of choice, especially on larger maps like those seen in CW.
Now, if we add in that MOST of the laser range quirks of the IS are still in the game as of PTS4, a lot of IS-Mechs will have a similar range profile with their lasers. With substantially shorter burn time, slightly lesser alpha, but way higher Damage/Heat-efficiency. And, as I said: the moment we leave the optimum CL-ML-range, the IS-LL is the dominant weapon by far. And easy to boat, too. There is simply no incentive to use anything other if you decided not to brawl.
Adding in some of the "funny" quirks, like +30% range, reduced burntime etc, you'll see mechbuilds which are just out of any competition.
P.S.: seems nifty to give the Stalker 4N 5% more range on all energy weapons, resulting in +15% for LL, and not painting it "green for buffs"
Heat dissipation should be better overall, so the LL-boat wil be even better than now...
P.P.S.: Can't see how the cut back of Mechskills/efficiencies coul improve the game. There isn't ANYTHING wrong with the simple concept of "play longer, become slightly better". It's in some ways the bread and butter of most F2P-games. For ages.
The community said "we want changes to the skills system", because some of the skills are just boring, unintuitive or simply DYSFUNCTIONAL.
Who said we want a skillsystem which could be neglected? Maybe tone down the importance of the heatskills, but give us some neat other skills in their place.
Maybe it is not fun to grind mechs for the grind. But it is fun to play a mech which you actually like to play and are able to improve not only on your gameplay, but slightly on the mechperformance, too. It is the same, easy to exploit, habit which make "a new item" or "skillpoints/talents" fun.
And that's where it becomes interesting: if you would change the skillsystem to some kind of talent-tree where you could actually make a choice what you want to improve, things might become more fun.
Edited by Kshat, 14 November 2015 - 12:29 AM.