justcallme A S H, on 24 April 2021 - 08:43 AM, said:
High/Low skill overlaps. People will debate this of course - however look at Tier 1-3 games vs Tier 3-5. It is completely different. 3min games vs 10min games.
I liked all the other points you made in this post but wanted to share my admittedly anecdotal experience after a few more battles in the lower tiers - I'm finding that for most of my battles the time is now much shorter at 4-5 mins with only a few at 8-10 mins (and that mostly due to large maps like Polar Highlands)
justcallme A S H, on 24 April 2021 - 08:57 AM, said:
On it's own I've found 2LGR to be okay, for lower skilled players like me landing shots at extreme range and maintaining a 'sniping' position are trickier. I like that LGR has the excellent range + damage combo as it makes it a more interesting and fun weapon. Hopefully reducing (ER)PPC quirks on heavier mechs with ballistic and energy hardpoints will fix the problem, but if not then a ghost heat penalty would be preferable to a damage or range reduction
justcallme A S H, on 24 April 2021 - 09:26 AM, said:
SNPPC - 3 is the issue. Looking into a splash mechanic/distribution. See where it goes.
uPL - on more than the PIR. A few mechs that harcore boat inc MDD. Minor adjustment.
LGR - Quirked mechs going out to 1100m+ is nuts. A few optioins around with quirk redistribution. Again gathering feedback to see.
Again it looks like the real problem is quirks and not the base weapon, please try to avid what PGI have done in the past where they nerf weapons because a few mechs have quirks that make them excessive.
On the boating of 12+ lasers have you considered simply adding a ghost heat penalty for 9 or more small or micro lasers? It's less their ability to do a ton of damage and more their ability to repeat it several times in a row without overheating that's the problem.
RickySpanish, on 24 April 2021 - 10:14 AM, said:
I'd really like to see that too, and maybe even something as crazy as 4 damage and 2x4 splash
Nightbird, on 24 April 2021 - 04:06 PM, said:
Dual Heavy gauss is 50 pinpoint, MRM is 60 damage for just 20 tons. 2 AC20s is not as scary as it was 7 years ago.
I'd like to see a change like this too, dual AC20 should be a build that we see more often than dual HGR
Overall, now that we're a few more matches in and people are settling down with their builds this patch is definitely looking very good.