To record initial gameplay impressions... Will be dribs and drabs of comments as we go!
First: Not expecting major changes to ASF, other than tweaks, pre-announced play changes, and some asset/loadout adjustments. So, this is just to make notes of gameplay and impact, etc. as playing. I reserve the right to revise and extend my remarks... lol
LANDING/REARMING:
With the requirement to land and come to full stop to rearm, the timer after rearm to weapons live seems redundant and more penalizing on top of rearm downtime. Minor issue, I guess, but this is no longer needed.
PAYOUTS:
Much improved, better cashflow so far, imo
FLIGHT MECHANICS:
Some people claimed huge difference. I didn't see an appreciable change (but I am playing old, lower dpi mouse tonight). At any rate, didn't bother me.
NEW ASSET BRACKETS / LOADOUTS:
Seemed mostly fine to me, easy to graduate. Sulla A should be at or under 75k, though. Shiva D looks promising, but still too expensive (as is the Prime)versus their natural and more flexibly usable counter [that which cannot be named].
SPARROWHAWK:
Still "flies" poorly. Still takes too long to do -anything- offensively. I had a SH chase my Sulla B for a good portion of DV and I was barely yellow. Maybe I am missing something, but don't see what to use them for yet.
COUNTERS/DAMAGE:
- Turret lasers are way, way too powerful vs air. Kago flying turns you red in a couple passes if you are focused by CP (not starting base) defense.
- Just about every ground asset counter seemed significantly improved vs air (anyone crying now gets da bitchslap).
- Hit location damage appears to actually impact flight, etc. now
- Hit detection seems improved so far.... even on overloaded server (I'm lookin at you TLL TX)
Off to play mechs a bit...