TL-DR: Everything feels faster, and shoots faster than on live. They are essentially power-creeping pretty much everything. 40 cap was better.
On LaserVomit, and Energy Weapons in general - Lasermechs make a comeback, giving probably the best performance of any of the PTS servers, and probably even better performance than live. 50 cap means they can alpha to the same levels as live more or less, and the fact that they get the biggest boost to cooling (Both percentage wise, and raw dissipation wise) makes them less boned when someone pushes on them. If the purpose of this PTS was to reign in these guys a little bit, mission NOT accomplished.
On GaussVomit - This type of build doesn't have heat as a thing anymore. 6x Medium lasers, 7 or 8 heatsinks, and 1 or 2 gauss rifles can fire all day. Brutal.
On SRM, and ballistic Mechs - If you ran a cold-ish build before, you barely even notice heat now. I ran a 6x SRM6, 2x SRM2 bushwacker on grim, and was capable of firing enough alphas to 100-0 2 people before my heat hit the top of the scale. Colder than live if you don't over-load your mech using too many launchers/cannons, and going past ghost heat limits.
On IS vs Clan balance - In all honesty, it felt about the same as live. IS dakka and brawly mechs were mean, IS laserVomits didn't get the same boost everyone else did, and clan Vomit mechs still overshadowed most other things clan mechs can do.
On Agility - Lots of mechs felt faster, because they... are faster. Sometimes to the point of ridiculousness. (Summoner, Cyclops, as a couple of examples) We really need to settle around an "Target" level of agility for each weight class, and only deviate so far from that target - Using it as a balance dial can only go so far, and in some of these mechs, it goes so far as to make them seem ridiculous, yet still not particularly competitive. On the flip side of that equation, sometimes they actually feel about right - the night-gyr, felt good, and the timberwolf having the agility of the 65 tonners actually seemed to work well. Lights and mediums seemed to take it a bit in the shorts though - it is MUCH harder to circle-strafe the bigger mechs in the locusts and pirahnas now.
Overall Thoughts - I know one of the big sticking points even before the first PTS was that the developers didn't want to put in power-creep. This test server seems like almost exactly power creep. Exactly 0 things can i think of that I did on live were less effective here, and most got significantly more deadly. Balance didn't really change between this and live either, so I have to ask - What, exactly, is the point here if we're just speeding up the game? Maybe the is exactly the point I guess, but from the original intent letter here, it seems to be moving away from it. I will note, thatIi did like the 40 cap version a lot better, as it did cap the alphas, and did keep heat as a thing to be concerned about. Of 2.0 and 2.1, I'd definitely take 2.0. After testing this one out, i also think that even my previous opinion that 40 was too low was misguided a bit too.
Suggestions - If the original goal, before even the first PTS was to bring alphas down, only PTS 2.0, and PTS 1.0 actually accomplished it. Either a slightly less overboard 1.0, that includes a gauss damage nerf, or the 2.0 test, with a little more BASE engine cooling seems to be about what i'm thinking at the moment.
Still though, lots of fun testing, see you on the battlefield!
Edited by Daurock, 27 August 2018 - 05:47 AM.