Paigan, on 07 December 2015 - 03:36 PM, said:
Yes! Please get rid of laser range quirks. I don't like my freeborn prey being able to shoot back.
I enjoy having them be able to shoot back, I do not enjoy having them be able to poke at the same range as a gauss with LL's and no ammo restrictions on a pin point accurate weapon with a relatively short fire time.
Lucian Nostra, on 07 December 2015 - 03:48 PM, said:
My take away as an IS player through the event.
1) Gates are just early warning devices, theres no real way to defend them effectively so it's just shift in that general direction as it comes down.. Kinda lame but I guess if that's all its suppose to do than working as intended.
2) Defending in general is far easier than the counter attack game mode.. it just is plan and simple
3) IS lacks a few answers to clan mechs.
a) Arctic Cheetah, Not only does it out perform our lights but we don't have the option of busting out streak-crows to down a heavy dose of Cheetahs giving it a double whammy effect. IS could really use larger streak packs.
b ) the Cataphract 0XP is not even close to rivaling the Hellbringer as an ECM heavy. I never noticed how amazing the Hellbie is till CW forces you not to be able to use it.. The IS infact has no ECM mechs of merit in CW, Ravens are meh, the Griffin is meh, the Cataphract is meh and the DDC while good uses up a lot of drop tonnage.. if they inflated the Hardpoints on the Cataphract I think it'd see more use and the IS would have more ECM coverage to rival the amount the clans get in general
Outside of that the IS mechs I drove felt pretty good, I didn't really feel outclassed by Clan machines in my Marauders Shadow Hawk and Blackjack 3
1. Gates are sometimes a bigger friend to the attackers than the defenders, other times it is the only thing keeping pugs from being stupid.
2. Depends on who you are fighting, but I think that is the goal, to have it be easier. Extra pew pew and all that.
3. Firestarters, Jenners, Spiders and the list can go on. Problem is that most people cannot pilot a light properly. Especially in counter light roles.
4. The OXP is a fine mech with a lot of tankiness. It is also under utilized in CW. I would prefer it to my Hellbringers for CW. Tankier and a potential larger available carry load.