I am not certain if the general ballistic speed buff was needed, and keep in mind that velocitiy nodes get buffed at the same time, but I don´t think that it will be bad for the game, which contains hitscanning and homing weapon families.
Question: Do velocity nodes affect missile speed? I always assumed they do.
Buffing the LBX5, lInking UAC5 and AC5 for ghost heat makes sense, making the UAC5 hotter does not. The goal is to hit UAC5 boats, but increasing the general heat for it hits every mech which fields it. E.g. the Reaver usually fields 2 UAC5s which is by no means boating, but is hit by the nerf all the same.
Gameplay -Missiles:
Artemis is (for both clans and IS) a costly investment in terms of CBills and (more important) tonnage and crit space. It is by no means a freeby upgrade and freed up skill points for other fields. This nerf reduces the returns of it. Fielding a single SRM6 on any mech becomes completely unattractive, while a boating mech will still hit the same component due to salvo volume.
Using a missile lock to fire around an obstacle was a feat of skill, positioning and teamwork. To hell with that I guess.
Streaks are currently only viable against lighter mechs, on which you will have a harder time maintaining lock now.
Lurms wont suffer, since the target can´t switch angle fast enough due to the long distance the weapon is used.
Adjusting ATM spread to Artemis spread makes sense at least no matter what I think about the nerf itself.
Gameplay -Lasers:
Enough has been written about how weird the adjusted values are, and what annoys me most is how unviable a small number of lasers will become, and how much more pokey laser boats will play now. If you want to make laser boats weaker but still an active, non-hiding part of the team, you should increase burn duration.
Again, this nerf hits every mech, not just the boats.
Gameplay -Quirks:
The energy-based Grasshopper has become a rare sight already, why it gets hit by the nerf bat again in apatch that nerfs lasers in general is beyond me. (Note: I don´t own one).
The Jenner needed the buff and I thought; maybe we see more Jenners in the future untill I read that the next buffed mech is the Jenner IIC, which already trumps its IS predecessor.
Upping mobility for 100 tonners is a good thing in general, and not buffing the KDK3 is a good move. One thing however made my jaw literally DROP: The sprit bears base mobility is lower than the other Kodiak´s? WHY? Is this a punishment because it might use MASC for a few seconds? Please fix this!
I don´t think the Annihilator should loose tanking capacity, with its low engine cap and profile it needs every bit, the best solution may be to change the lost bonus armor into bonus structure
Gameplay -General:
MRM firing rate was influenced by client fps... oooookay.
Stealth armor working against radar, sweeps and turrets. Very good,it makes sense to do so and gives the sidegrade more tactical value.
Streaks do not target destroyed components any more: Great, but it shows how weird and clunky the entire weapon system is.
Friendly UAVs are shown as such on the HUD: THANK YOOOOOOUUUU!
Overall I don´t have a good feeling about this patch. PGI has well understood that boating weapons in general and lasers in particular is a huge issue, but their answer to the issue is to hit the weapons and mechs with the nerf bat. And that means that every mech suffers, so boating builds stay up in power in relation to their less fortunate non-boting brethren.
What is needed is a system of diminishing returns so the first medium laser is never a bad choice, while the sevenths becomes one. As long as this is not done, boating won´t be fixed, and thats why this patch does not help.
The attempt done with this patch is not helpful.
edit: all teh spellinks
Edited by John McHobo, 15 October 2017 - 04:13 AM.