Bishop Steiner, on 03 March 2017 - 02:11 PM, said:
the thing is... you won't really know. because you will be comparing it to impressions of the current live servers, and NOT to where all the other robots are in PTS. That is what I mean by testing things in a vacuum. You can get a feel for how it compares to the current iteration...but since EVERYTHING has changed, that impression is of little real value.
Most things feel different in the PTS, but the general trend is toward slightly reducing the overall efficacy of pretty much everything across the board, but also freeing up some stuff, like DWFs and how slow they respond (they are by no means fast now, but are noticeably more responsive).
It's also kind of nice to have a stock Urbanmech and not take like a minute to do a 360 rotation.
But one of the biggest changes, is most things are far less efficient at stopping than they are at going. It took a full 3 seconds to come to a complete stop from 150kph in a CDA last night. And you know what? I was good with that. Now, instead of poke, stop, shoot, reverse back to cover... I need to map my route, pick a nearby piece of terrain, poke out, shoot on the run, and stop behind a fresh piece of terrain, because I can't just ramp up to top speed in 3 steps, stop on a dime, and retreat.
So counter to what some people are saying, terrain and positioning will be MORE important, because you are going have to make us of more of it to be efficient.
Just one factor some people are gravely overlooking. Or claiming is "breaking everything".
You misunderstand what I'm going to be looking at. Starting and stopping isn't my concern. It doesn't generally figure in to how I play the game. Making sure I can reasonably get around all the maps is my concern. The damn thing still has trouble walking up stairs and inclines on the live servers. I just need to make sure it doesn't turn half the maps into an unplayable mess.