I honestly LIKE the skill changes. I like the idea of basically quirking my own mech, however I do feel that you are very much limited with what you can do. IMO 91 nodes per mech is NOT enough, and that limit could be bumped up a bit. Its also a bit annoying to DPS based mechs like maulers or king crabs since you cannot nearly get as much of a cooldown bonus as you could before, and heat dissipation was nerfed a bit, meaning dakka builds all fire slower and run hotter unless you have murderous built in quirks still, which few mechs have.
What I do not understand however, is the engine desync. I understand the thought process behind it but.
Only 2 weight classes where negatively affected by it. 95 and 100 tonners.
Everyone else either got FASTER, with faster acceleration and turn rates, or stayed pretty much the same. My Battlemaser with just a 325 standard feels like I'm driving a 75 ton mech. If it just had decent torso twist angles It would be an absolute monster, yet my banshee with a 350 engine feels like Driving a glacier, with near max mobility skills.
Heavies around the 70ton class have near instant 0-100 acceleration now, especially if you bother adding some mobility skills. So the whole argument of making mediums more useful now goes flying out the window since my 80ton victor can move just as well as you do with more weapons armor and ammo....
I AM glad that the desync brought mechs that where arguably obsolete back into the lime light. I suddenly do NOT regret my OrionIIC preorder anymore, as my first game in it in nearly a year probably was almost 1k damage....the range...the buffed mobility, the twist speed...just made it an absolute JOY to drive again. The Victor is amazing again as well since it now move and accelerates like a heavy mech again, the way it should.
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My Thoughts On The Patch So Far...
Started by xXBagheeraXx, May 19 2017 08:42 AM
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