- Light mechs are now far too prevalent and having a poor connection is incentivized for faster mechs rubberbanding is still a problem.
- SSRM boating power imbalance is an issue that hasn't been solved with the very minor SSRM missile dispersion.
- Hit detection isn't client-side, and when firing at anything faster than 80kph you must fire lasers many meters in front of the mech/component. Server side hit detection has this nasty side effect and a solution needs to be engineered.
Onto the good things:
- Premades are no longer a problem. You can tell when a team has a 2-4 man squad working together and it's powerful, but certainly adds a sense of 'boss level' challenge. Feels good man.
- DHS despite its unintended 2.0 effectiveness engine heatsinks, it feels like a happy medium that the development staff could not have forseen rather than the typical kneejerk reaction balancing. I have plenty of reasons to use SHS over DHS on many of my builds.
- Build variation appears to be increasing which is amazing, it makes paying attention to enemy builds so much more important than it was weeks ago, previously if you saw a K2 you'd know right away that it was a guass cat, now there are multiple legitimate and threatening builds.
- I'm not alone when I ask "What the hell is the purpose of Ferro Fibrous in MWO?", any time you'd consider FF armor you'd instead as any pilot take EndoSteel structure.
Same weight class, why can't Raven's pack a 300 engine like Jenner's? I thought that engine limitations were based on chassis weight?(Question answered, thank you everyone, this explains my confusion)
- Still waiting on a new player experience, my buddies who are not founders are having issues being welcomed to the game. I'd GIVE them money if I could. The video tutorial is wholly inadequate, if I weren't here to help them into the game they would have already quit.
Edited by Enig, 12 November 2012 - 03:34 PM.


















