So, not much of anything really. Big buff to the flamer though, expect to see alot more of those running around .
BEST LAUNCH SURPRISE I COULD ASK FOR!!! Funny... no fix to server issues dropping players before the match begins or starting matches with 1-2 players never even assigned to the team. Nor rubber banding issues. Nor UI update. Bummer. It's just another Tuesday. Oh well, still one of my current favorite games! Still a blast to kill some robots. Just a lackluster "release."
Impression? Sad panda. I'm guessing they are holding some goodies for the launch event, otherwise I don't know wtf their marketing guys are doing. As a patch, it's a ok one considering the weapon and bug fixes. I guess I'm missing the "YEAH BABY, LAUNCH TIME!!" treats.
Most important fix in patch: Fixed key hold repeat issue for Backspace in chat windows. This has annoyed me to no end. When what I type has been OBE, and I have to hit backspace over and over again before I can 'enter' out of the chat window... THANK YOU!
Anyone notice the UAC5 and the AC5 now have the same Cool Down timer? Yes folks, you can add that word ULTRA for 1 more ton and a 20% Jam rate!!!!!
I am curious how that UAC5 balancing will work out and the AC2 heat issue is a nice fix, but the rest of the patch is looking quite underwhelming.
Nerf bat? Nerf CANNON! That Double-Tap may help as a last ditch finisher, but, I'll stick with my STD AC/5.
So uac5's should operate exactly like ac/5's unless you double fire them and only then the jam mechanic is applied.
Not to mention less ammo per ton ... I noticed right away, so, after this change, why would anyone be rolling around with UAC5? Ever? Am I missing something?
You could double tap to increase DPS at the risk of causing a jam, and therefore inhibiting your DPS.
Still good for long range to pop out and get a quick 10 points out of each Autocannon, I guess... meh.
Basically, you wont chain fire any more to try to avoid the jam. You'd just double click each firing cycle to double the dps and hps. Then factor in the jam mechanic. It does give the player control over the jaming as you will now decide if you want to risk it. Although, the default(non-macro) chain fire cycles in the game will have to be turned off if you want to maintain that control. Having said that, if you dont double fire, it better not jam. Which we have to test and see if that's true. This is basically what Sean Lang has been asking for, control over exposure to the jamming mechanic