> ATMs are kind of good, but comparatively somewhat underwhelming now. I don't want the monstrous damage back, but I think the return of the sweetspot range at 270m would make it more useful without making it cancerous.
> The basic UACs are okay for the most part. The standard ACs are pretty underwhelming, but that is more of the UACs fault. I really would have loved the UAC rework of Navid (the one with 0% jam chance). But until UACs get said rework, the standard acs, both clans and IS, at their 5s, 10s, and 20s, should get a bit of CD reduction.
> The IS AC20, though a bit easier to land, it's still not that special. If it's not going to get increased GH for reasons of making it strong on it's own, I think it should have reduced cooldown, and/or increased max range to complement the velocity (note that optimal range stays the same).
> The Clan ACs, while a bit stronger now, is still an underwhelming setup for consideration when the other option of just shooting all the damage in one burst works well in most cases. One isn't going for CACs in lieu of UACs on lighter mechs when they need the most bang with their buck. Funnily enough, it's quite powerful when you are able to pack the most of it in, like the UV with 7 CAC5s -- yes it's possible, yes it is devastating.
Unfortunately the reduction of shells have backed it up into a wall, it can't just have reduced heat because it's already cold, we can't just unlink it like LBXs because that would make them pairing with UACs have more alpha -- that could have done if it retained the shell count.
My suggestion is further increase in velocity, and the reduction of slots to be able to directly replace UACs in most builds. Alternatively they could just make it so that CACs use single slug, but honestly I prefer the first one.
> The LB5X and LB2Xs are meh, yeah they work a little bit better, but again they are just meh. Why even pick LB2Xs and LB5Xs at all? The AC2s and AC5s work better anyways.
I think the smaller LBXs (5s and 2s) should have frontloaded damage -- increased damage and cooldown while retaining DPS. It has to be mechanically relevant, crits aren't going to factor in immediately compared to basically just brute-forcing your way through with pinpoint damage.
> LAMs is useful, but I still wouldn't bring it over AMS, in many cases the AMS ammo is adequate the entire match anyways. LAMs and AMS are treading in each other's role, unfortunately LAMs loses out by reducing sustaining DPS in builds. LAMs needs to be better in it's own role, maybe AMS higher damage/shot but reduced ROF for better handling high-HP missiles, while LAMs would have higher range better suited for LRMs and MRMs.
> The RAC5s feel better, but it's still complicated to use. Just remove the spread already.
> The PPCs are the one that were gotten right the first time. No complaints there. In fact I like the ability to mix LGRs and ERPPCs together, it's the return of Gauss-PPC that isn't cancerous.
> The MRMs also feels great. The MRM10s however, if not because of range, I struggle to choose it over SRM6s. It already deals less damage that is more spread, while also being hotter and longer cooldown -- just an overall downgrade if not because of immense range, but that begs the question of why not just get closer? It needs to be colder and tighter, less cooldown. Heat to 3.6, CD to 4.0s, spread to 4.0.
> The IS Heavy Machinegun range increase is a great change. Previously I never took HMG because it has prohibitively short range.
> Clan Laser-Vomit is back, to an extent. The uPL and the ERuLs in conjunction with small lasers, are okay just as the return of Clan Laser Vomit. It's not really shining on anything else but the piranha, but it feels more like a piranha issue. Another mech it shines on are Exe and Gargoyle, but honestly it's less oppressive.
> The IS Streaks needs to have the same distance as with the Clan Streaks. There is still a LOT of overlap in use because of it, pushing the max range out of 360m much like the clan Streaks would give IS Streaks mid-range use and would be useful on it's own, less affected of how the standard or artemis srm are relevant.
> Overall the patch is awesome. It's the right direction, but it's not there yet. The additional Cauldron changes might make it click better.
A little bit of update:
> 3x LPPC is still anemic. Yeah it's a 9-ton investment, but given it's use with lights, I think it should be a worthy and powerful replacement to an array of ERMLs. I think it should get like 6 damage with 5 heat, still at 3 seconds cooldown.
> SNPPC was kind of overperforming but not on it's own. The AC20s + 3x SNPPCs are particularly potent. Personally I'm alright with them, but I don't mind with it doing some splash.
In addition:
> IS PPC is still kind of meh, yeah it's a bit cold, but I think it should be colder to 8.
> IS ERPPC needs to be a LOT colder, from 12 heat to 10 heat. It's still somewhat hot garbage. Yeah it's useful with the LGR, but on it's own like triple ERPPC, it's really really hot.
In addition: (May 4)
> Further testing with RACs, the RAC5s and RAC2s, I think they still need more velocity. It's unlike AC10s and AC5s that you have only to figure out the lead with a single volley, no the RACs require constant lead, and that is complicated by the part where the targets can actively screw up your lead with evasive actions that they can immediately take as soon as they are being hit.
I think RAC5/2s should have 1800/2300 velocity. At any rate, the low range of weapons would still restrict them at closer distances despite velocity.
Edited by The6thMessenger, 04 May 2021 - 03:52 AM.