... "an engine rating?" For cereal? That engine increment was trivial before the mobility de-link, and it's doubly trivial now. Ditto with a single heat sink, a jump jet or three, hypothetical ammo, a Medium Laser for the hardpoint you already filled, - or armor.
Particularly armor; if that AMS stops just 24 damage, it's paid for itself and the rest is gravy. Invoking personal experience doesn't make the facts subjective. In general, you can afford a ton (for the bare minimum possible) devoted to AMS on most builds. Sometimes, you actually do need that extra heat sink; most of the time, you don't.
cougurt, on 10 June 2017 - 02:52 PM, said:
am i wrong to think of the map as a hill-humping slugfest? everything about its design would suggest that it's practically made for that playstyle.
Yes, you are wrong.
You are wrong on several key points, any one of which would be fatal to your position. First, the map does not consist of ubiquitous hill-cover that is always available for your opponents to hide behind while they kill you in the open. Instead, it consists of a large network of rolling hills, with the seams between the hills providing covered routes to get practically
anywhere on the map. In fact, rather than a network of hills, you should think of the map as a maze of intersecting
ridgelines.
Of course, that ridgeline is too tall for Polar - the terrain there is much flatter, and the ridges less defined. But while the illustration is provided for the purposes of, uh, illustration, you can still see some things about this type of terrain... illustrated. First, while the top of the hill does block line of sight and fires (cover,) there is little cover on the slopes or in the valley between the ridgelines. This is especially true when the draws and spurs you see in the illustration are flattened out in Polar Highlands to the point where you can't really hide in them. If you can get to the
end of that ridgeline, you can fire along it at the jerks who were lined up using it as a breastworks, and they're going to have a bad day. This wouldn't be that helpful if you had to run past the field of fire commanded by that ridgeline, but you don't. Polar Highlands is designed so that you don't have to - in fact, those long, low hills mean that it's
far from trivial for the hill-humper you just flanked to regain a covered position. So that's your first mistake.
The second mistake is assuming that maneuvering around Polar as a group is hard; it isn't. This isn't like a flanking move in most other maps, where you're either circling around in a known pattern (Caustic Valley, etc,) or splitting off some guys and hoping you can coordinate a strike along two axes before the enemy realizes your fixing force is alone. This is picking a direction and moving through the low ground in that avenue of approach. You don't have to coordinate more than just moving together, and you can tell you're too high if you see the enemy. It's certainly possible to get turned around or lost - that's a matter of knowing the map - but in general once you pick where you want to go, the terrain channels you there. And since you're not trying to hit the enemy at a certain time (or even a certain place, really) the difficulty is not comparable to other, superficially similar, tactical scenarios.
Most players took one look at Polar and thought, "Oh, there is a lot of open space; I shall do sniping to it!" They missed the nuance of the terrain, and have not thought past their erroneous first impressions. I've been that guy with the wrong first impression; when they told me to mount up at the bridge against the Alliance in Alterac Valley (vanilla WoW,) I thought they were out of their minds - but I was wrong, and there were good reasons to do that. To this day, however, I run into people who don't understand why the Horde had to use that tactic; they were never convinced of their error - and having decided they were right, no amount of truth could dissuade them.