the PHACT got nerfed and has 24 rounds (WTF just what i just proposed)
SOBRERO got nerfed.
overall speed is toned down and a faster version of AC4.
(change our designs)
bad news = only for xbox 360, ps3 in "JAPAN" as of now.
comments from a player
- First off, the speed is right where it should be now. Seems just a little faster than AC4. No more of this Zone of the Enders bullshit.
- Cover games are back, almost ala AC4 style. Almost, but not quite. Still better than 1.1 or 1.2 though.
- CQC is back! You see a lot of people running Motocobra because at first look, it's the King of Machineguns again. Machineguns work, and how!
- The game is becoming VERY design-intensive, but not like 1.1, the next-gen version of Ninebreaker, was design-intensive. You gotta design with a strategy in mind to make an AC that works well.
- On that note, THANK YOU FROM for increasing the gen weights! Whoever said there's only a couple usable generators is dead wrong. Generators have become VERY design-specific now. Each generator has its own advantages and drawbacks, and what really balances them out is the weight!
- AA is very situational now, mainly just a PA breaker and nothing more, not really even worth running unless you design an entire model around it. It takes quite some time for your PA to recharge after an AA.
- I tested out a defense-gouge heavy, and heavies don't appear to be broken at first glance. Having a repeat of GAN01 frames of doom was one of my biggest worries, but it seems like they're pretty well balanced, especially since they can't take on massive loads anymore.
- Lights are pretty balanced out too, for that matter. Most of what I played against tonight were light bipeds, and while they could dodge a lot, they weren't overwhelming by any means.
- Quads still rock, despite being balanced out with really low AP and lower DEF stats. Just means you need to be hit less.
- RJ's are just dirty.
- Rifles are really balanced. Marve looks awesome, but so does Labiata. 063ANAR finally got nerfed. The biggest note is range. The top range for a rifle now is in the 600 area, and most rifles are in the 500 area. Assault rifles are ranged more around 400 now.
- Missiles are pretty much balanced and take a lot more timing to use. The days of spam-and-go are pretty much gone. I didn't run into much spread/scatter, just a lot of Vermillion/DR guys. Hi-acts are pretty reliable, but need to be used at farthest mid-range to be effective. Jury's still out on spreads - I didn't use them enough. They seem to be reliable, but they also don't seem overpowered.
- PHACT is pretty balanced and isn't auto-hit/auto-win. I haven't tried railguns yet, but they're still low ammo.
- Snipers are pretty balanced, but also pretty nice. Same goes for EN rifles, which seem to hit better than shell weapons.
- Hi-lasers hit pretty well.
- Brocken doesn't seem to hit well at close range or mid-range. Could just be the low velocity of the weapon, though.
- Nades seem to work well.
- Blade tracking is back down to AC4 status.
- I haven't tried out shotguns, gatlings, or chainguns yet. Gatlings got a range reduction to 400, most CQC weapons got range increases to 300-400.
- ECM shoulders seem to work. You might end up seeing a lot of plasma weapons and ECM's soon. Radars from FCS's aren't what they used to be. Average refresh is now 90...
- Addict shoulders take a few seconds before they activate, although I haven't been able to test this with anything besides after doing an AA.
SOBRERO got nerfed.
overall speed is toned down and a faster version of AC4.
(change our designs)
bad news = only for xbox 360, ps3 in "JAPAN" as of now.
comments from a player
- First off, the speed is right where it should be now. Seems just a little faster than AC4. No more of this Zone of the Enders bullshit.
- Cover games are back, almost ala AC4 style. Almost, but not quite. Still better than 1.1 or 1.2 though.
- CQC is back! You see a lot of people running Motocobra because at first look, it's the King of Machineguns again. Machineguns work, and how!
- The game is becoming VERY design-intensive, but not like 1.1, the next-gen version of Ninebreaker, was design-intensive. You gotta design with a strategy in mind to make an AC that works well.
- On that note, THANK YOU FROM for increasing the gen weights! Whoever said there's only a couple usable generators is dead wrong. Generators have become VERY design-specific now. Each generator has its own advantages and drawbacks, and what really balances them out is the weight!
- AA is very situational now, mainly just a PA breaker and nothing more, not really even worth running unless you design an entire model around it. It takes quite some time for your PA to recharge after an AA.
- I tested out a defense-gouge heavy, and heavies don't appear to be broken at first glance. Having a repeat of GAN01 frames of doom was one of my biggest worries, but it seems like they're pretty well balanced, especially since they can't take on massive loads anymore.
- Lights are pretty balanced out too, for that matter. Most of what I played against tonight were light bipeds, and while they could dodge a lot, they weren't overwhelming by any means.
- Quads still rock, despite being balanced out with really low AP and lower DEF stats. Just means you need to be hit less.
- RJ's are just dirty.
- Rifles are really balanced. Marve looks awesome, but so does Labiata. 063ANAR finally got nerfed. The biggest note is range. The top range for a rifle now is in the 600 area, and most rifles are in the 500 area. Assault rifles are ranged more around 400 now.
- Missiles are pretty much balanced and take a lot more timing to use. The days of spam-and-go are pretty much gone. I didn't run into much spread/scatter, just a lot of Vermillion/DR guys. Hi-acts are pretty reliable, but need to be used at farthest mid-range to be effective. Jury's still out on spreads - I didn't use them enough. They seem to be reliable, but they also don't seem overpowered.
- PHACT is pretty balanced and isn't auto-hit/auto-win. I haven't tried railguns yet, but they're still low ammo.
- Snipers are pretty balanced, but also pretty nice. Same goes for EN rifles, which seem to hit better than shell weapons.
- Hi-lasers hit pretty well.
- Brocken doesn't seem to hit well at close range or mid-range. Could just be the low velocity of the weapon, though.
- Nades seem to work well.
- Blade tracking is back down to AC4 status.
- I haven't tried out shotguns, gatlings, or chainguns yet. Gatlings got a range reduction to 400, most CQC weapons got range increases to 300-400.
- ECM shoulders seem to work. You might end up seeing a lot of plasma weapons and ECM's soon. Radars from FCS's aren't what they used to be. Average refresh is now 90...
- Addict shoulders take a few seconds before they activate, although I haven't been able to test this with anything besides after doing an AA.