Positive:
- Gauss charge gone, now we need a nice visual weapon effect and it could be like in MW 4.
- AC 5 nerf (think this will also apply to UAC 5). (U)AC 5 were imba combared to 2/10/20s.
Negative:
- The whole premise of doing 30 (20) dmg per second feels incredibly limiting.
- Double tapping UACs will eventually not feel good any longer, but punished by default.
- Seems to be built around quad UAC 5s by max, bigger Dakka builds like for example the Dire Wolf can support will be punished.
- High Alpha splat builds like the Atlas can do, that are more for fun anyway and high risk/reward as you are screwed at distance wont be viable.
- If I can do 30 (20) dps, Assaults then have the same optimal firepower as a Heavy or a Medium. Then the only question is: Do I want more speed or more armor. Up to now piloting a 100 ton mech meant more firepower, without getting punished other than the low speed.
Closing thoughts:
I think its risky in a 3 years old game to do such a drastic change that can alienate players.
More so that its not needed. People will always "hide and poke" as the (de-) acceleration in this game allows it and the LRMs flying a ballistic curve demand it.
Going forward I suggest to drop the power draw system alltogether or at least to increase the number of power draw based on mech weight and hard points. Otherwise why should I use a slower Dire Wolf over a faster Kodiak, if I got punished for using 5-6 ballistic slots over the Kodiak's 4?
I think that what this sytem tries to achieve can better be achieved by classic balancing changes and the AC 5 nerf and Gauss change go in the right direction.
Edited by Crushko, 18 August 2016 - 10:39 PM.