you know... looking at it.... the Arrow really did get better. Lost the 15% AC20 velocity, but gained more range and a lot more to do other builds. Or did you mean the lack of change on the other BJs?
good? bad? meh, I don't know. They've demonstrated before that, while they do actually have a system with logic behind what quirks they pick, the system itself is without worth (much like Elo and their MM thinking a team 'average' is what makes well-matched games). Just play around it like usual. At least I have a reason to play this game again by changing builds to be quirk-compliant and play a few games in each of them. I was in a drought the last few weeks with no real reason to play already leveled mechs and with enough cbills to cover all the loadouts for the resistance mechs dropping.
But why the Protector? Why the Gauss on a low-slung, torso-mounted hard-point . . . on a Chassis that is pretty much DESIGNED for Brawling? Why PGI, WHY?!?!?!
So...my thoughts... Thunderbolt 9S: we all knew it was coming, so there should be ZERO surprises here. Does suck for IS CW decks, since it was one of the best long range options, doesn't hurt me personally since I never really used it. Still, we'll see how many of them vanish overnight after the 17th. Wolverine 6K: This one actually pisses me off. The WVR was strong with the LPL build, but like the DRG-1N, it was extremely vulnerable with both an XL, and almost all its punch located in the right arm. New quirks nerf everything about it: the burn time, ghost heat potential, and so on. You CAN still run a 4LL version (and based on my success with the STK-4N this may not be a bad thing), but it will never be a strong as the STK LL build thanks to the low-slung hardpoint and the vastly lower armor count. I expect that you will see this mech start to fade into obscurity again in favor of mechs that can hold similar loadouts with better survivability/weapon location spread (again, such as the 4N). Battlemasters: Lots of laser-based quirks there. I don't use the chassis at all just yet, but it could help it be more competitive. LCT-1E: I actually wonder how nasty this little guy will be. Those quirks mean it could be horrid with SLas or SPLas equipped (25% burn time reduction, along with heat and cooldown at the same numbers). Wouldn't make it a comp mech, but it could actually be a nasty skirmisher for pub drops. Especially with the acceleration/deceleration quirks. Same goes for the other Locusts. Cataphract: 3D quirks! Any quirk is a buff to it, so I guess I can't complain there, since it had nothing before. The best part is that the quirks actually conform to how I had my 3D setup, with MLas and ACs on it. Cicada 3M: Got some good laser quirks, though it's mostly MLas based. I always had best luck using my Cicada as a sniper like the Raven, so doing so won't get the full quirks still. Seems workable though. SDR-5D: Nice set of general quirks there favoring lasers, which is perfect for the chassis. Doesn't matter if you go ERLL, MLas, or MPL, it still benefits the same. Good examples of what quirks could be if done right Disappointments: The Jenners (specifically JR7-F) and the Ember still need some quirk love, was hoping they would get a retune to bring them back on par with the other variants in their chassis, but alas. This means that both my Jenner and Ember will still sit in the garage, since they are both being outdone by other mechs, no matter how much I want to love them Include the Firestarter H in that list, which remains the stepchild of the chassis compared to the others. I knew that this would not be a Clan quirk pass, but I still hoped they would tweak things for lackluster mechs like the MLX to give them a bit more...anything, really. We have to wait longer for that though.
Not.... it has one energy hardpoint..... I looked at running these with pass 1 and just laughed. Only thing that changed with this pass was the velocity increase.
So anyway as I only care about CW balance wise ... are there any snap fire chassis with good hitboxes and that run STD engines similar to the old TDR-9S (in pass 2 and needs to be able to fit in 240 tons)?
TDR-9S will still be a superb Sniper, it will not be a good Brawler, so unless you are a skillless PUG, it still will be a good mech, but it will be a sniping mech with 2 ERPPC and some backup close range lasers, and not a awesome all around mech.
Annnnnd this is why I have done nothing with my IS mechs for months. This constant changing makes it really difficult to settle on and get used to running builds. I do not want to have to refit a dozen or so mechs every couple of patches. I do, however, think it will settle down and the changes will become smaller and less noticeable. I do not think this is some way for PGI to generate revenue.
This willl have to be macroed for a 0.55 difference (to avoid GH if there's a delay) between the 2 groups, can't drop even more DPS. I'm not totally sure that it will be a huge nerf but comparing WUBS with PEWPEW ? not even close ! The wubverineeeeeeeeeeeee what have you done bastards ! PS : I noticed a +18 structure to the arm at least Or even Not like it's going to be bad.
And those backup lasers will also have the lost heat gen.... The value of the mech was that you could do 30 pt single panel damage and be in cover almost instantly. Max survivability due to the STD engine and great hitboxes. It was teh only realistic competitor to the clan mechs which was why they screamed for its nerfing. Now you're doing 20 pts with all your long range firepower in one location. Yes its still usable but essentially the IS lost its only trump card against the clans. Russ argued it would lead to greater diversity but as soon as the SCR/TBR dominance was brought up he agreed there was a problem and he shut down any further discussion till the 24th July. Of course my cynical side would like to point out whats the point of greater diversity in CW if overall your drop deck is weaker while your enemy's deck is untouched.
diversity makes me laugh when 90 % of clan dropdecks consists in 3 SCRs and 1 Timber, I'm quite mad right now. actually trying to make my unit switch to clans, because f* it, they already where much superior in a CW scenario, but now no chances.
SPR-5D Specialty Energy Weapon Cooldown +10% Energy Weapon Range +10% Laser Duration -10% XL235 2x LL here I come Always felt like I missed a bit of range compared to 2 erll (that was too hot) and having 1 LL and 1 ERLL killed the modules advantage, now 2 LL will be perfect.
CDA-X5 got a decent buff: Medium Laser Range +20% to 40% Missile Weapon Cooldown +12.5% +25% I tried the chassis with 4 ML during my "c-bill" testing and I thought the firepower was decent then tbh its just the chassis was so vulnerable to damage that I gave up on it. I guess they're after a DPS > survivability setup but not sure on the value of the bonuses they've picked as the natural match - SRM's and ML will have such varying max/optimal ranges with the 40% increase in range. Still it gives you a decent SRM option rather than just a ML one I guess.
Jager A got nice general quirks ! JM6-A Additional Structure (LT&RT) +7 Ballistic Weapon Velocity +10% Ballistic Weapon Range +20% Missile Weapon Cooldown +20% Missile Weapon Heat Gen -10% Laser Duration -10% I will be able to use two of my fav builds now with quirks advantages ! And let's not forget the boomjager with 20% range boost + 10 % from modules, and added velocity never hurts with more range 351m on dual ac20 will be interesting
Wait ... what did they do to the RVN-2X mech? From: RVN-2X Additional Armor (LA) +12 Additional Structure (LL&RL) +4 Large Pulse Laser Range +30% Medium Laser Range +30% Energy Weapon Range +20% Medium Laser Duration -20% Laser Duration -10% Large Pulse Laser Heat Gen -20% Energy Weapon Heat Gen -10% Turn Rate +10% To: RVN-2X Additional Armor (LA) +12 Additional Structure (LL&RL) +8 Medium Laser Cooldown +20% Energy Weapon Cooldown +10% Medium Laser Range +20% Energy Weapon Range +10% Laser Duration -30% Large Laser Heat Gen -25% Energy Weapon Heat Gen -12.5% Missile Weapon Cooldown +15% Turn Rate +10% Ok the chassis has changed from a nice focused dual LPL option to..... I'm not sure what bearing in mind it has 4 energy and 1 missile slot. So at a guess standard build will change from 2 LPL to 2 LL/2 ML or 4 ML/1 SRM6? A fairly radical change if the second. I'm looking through a lot of the new quirks and they seem to be deliberately pushing non focused builds which are very weak in CW. Some aren't bad but others are odd and seem to exclude facing clan opponents.