I'm intrigued for the old maps. I'm a relatively newer player, so the old maps will be new to me. I would avoid dynamic day/night cycle changes on the maps. For me the transition just doesn't seem natural.
Concerned about the LRM changes. Talk about something nobody was asking for. Here are my concerns:
It changes the nature of a weapon system. LRMs right now work nicely as indirect DPS support, suppression, and area denial. They are actually quite versatile on range, you can use them effectively all the way down to just outside their minimum. The high angle is great, it helps make them harder to avoid. When you have missiles incoming, you have to hide behind some pretty substantial cover. If say, the missiles were incoming at a lower angle (because the enemy had LOS on you and that is now what LRM's will do), agile mechs will be able to dodge them quite a bit more easily because shallower cover will block lower angle missiles much more easily. So direct fire skimishers will be able to hide behind new types of cover.
So it seems like this direct fire option is an attempt to allow LRM's to compete in trades with direct fire mechs. I think this goes very much against kinda the whole thing the weapon system is supposed to be about. LRM's aren't supposed to be direct fire trade weapons.
Lastly, I don't know if it is still going to be a thing, but it terrified me: the scaling of AMS damage versus different sizes of launchers. This was supposed to make smaller launchers relevant, and prevent AMS from being a hard counter to missiles. Sounds great, right? No, sounds silly and would result in strange shenanigans:
Firstly, I realize this is a video game, but it goes against my sensibilities that LRM ammo could be equally shared between different sized launchers, and, depending what launcher it goes to, the LRM ammo when it leaves the tube has magically different properties versus AMS depending what size launcher it was fired out of. If LRM5 missiles have more health, but the same ammunition went to my LRM20, what the heck? What the heck are these launcher tube engineers doing to my ammunition?
Secondly, and much, much worsely; people could exploit this by loading a LRM5 or two and firing it a 1/4 second before firing their ATM12's or LRM20's. Thus, the LRM5's would be a sacrificial screen to soak up the AMS fire for the bigger more damaging launchers. I would view this as an artificial game mechanic exploit that would require some skill to execute, but is really just a weird design concept nobody in actual mech warfare would employ.
Those are my thoughts on the missile changes. I'm sure it won't be the missile apocalypse, but it seems weird.
Really I'm mostly butthurt about how clan lasers are pretty weak now. They're just too hot and too long burn time to compete with pinpoint or DPS brawler builds. They can work in some group play situations, but only against lower skilled opponents. On the skilled tryhard teams, clan lasers are out of the mix.
Edited by ShooterMcGavin80, 03 March 2019 - 06:19 AM.