They just need to make heavy bolters and heavy bolter type weapons ineffective against vehicles. It would solve a lot of problems.
I've been playing a lot with the Preset classes post-patch, and one thing I've noticed is a lack of AV options for the new player. If I find an enemy transport, I have to stand next to it and spot it until a friendly turns up with an anti-tank weapon. Prolonged hosing with the basic heavy-weapon can kill them, but this takes quite a volume of fire and isn't terribly well suited to the task. The Eldar alone don't seem to suffer from this, with the Fire-dragons having both Meltabomb and Fusion gun in their preset. I would suggest that one of the preset classes for each race get a Meltabomb or equivalent, such that the beginners have some more reliable AV on offer from the start. Edit: A minor addition- while it's nice to see the loadout icons of the preset classes in the match class selection screen, the pictures won't mean much to players alone. If we could roll over the items to get a quick summary of the name and effect the item has, I think it would help new players understand how the basic classes are built and how they play best.
Chan told me the vehicle damage nerf of Heavy bolter and equivalents is definitly on the balancing list. That should take care of the best antivehicle transport in the game.
On the ground without precision aiming, you actually can miss most of the shots at 10 meters, while every other weapon would score multiple hits. Damage dropoff adjustment also did helped a lot, but the weapon still got very long TTK above 10 meter range, aiming for headshots, it harasses, but doesn't kill(all three for the hawk) Yup, first thing defenders do is annihilate the quads. If you really want to fix defenders having such a huge edge, make them spawn further, not inside the very point they need to defend, because that puts attackers at constant numerical disadvantage as there is no way to push through and be done before next wave respawns on top of you. If additional objectives to guard are not planned/won't make it by release, then I suggest putting default spawns for the defenders as the place where it is while the point is contested, this would allow for attackers to have a breathing room after successful push and make defenders stop throwing their lives away on the defence.
theres 2 perfectly good foot routes into pegasus (1 into A and another towards C) that attackers under-utilise most of the time, both are relatively out of quad-gun LoS and away from any pred LoS as well
Scorpion stealth is still broken at lowest graphic settings, they seem to be an "all or nothing" deal. You could have one right in your face, while in broad daylight, and he'll still only become visible 2 seconds after he killed you. Graphics settings shouldn't impact gameplay in this way.
Graphic settings do affect gameplay like a lot. For example, in Warthunder, you can gain a massive advantage by turning down Grass setting because it's easier to spot tanks hiding in it. Or in PS2 where you can turn down the setting to spot Infiltrator. Sadly, I don't think this is an issue that can be solved easily.
The crux of the under-performance with the Shuriken Catapult and the Twin Linked is they are only at they're best at the same range an opponent can engage you in melee, which means you must stop firing almost as soon as you start in order to defend yourself in melee. Additionally the short range means even inside the room of a capture point the damage drop-off greatly reduces the weapons efficacy, it doesn't "feel" right when a short range weapon doesn't work well even inside the confines of a room. If I could suggest two potential remedies they would be: Keep the very short range for being able to do maximum damage keep the dramatic damage drop-off at medium/long range Increase damage at very short range or Double(or more) the range for "short range" ie. max damage at 24 meters instead of 12 Keep all else the same When on the ground, the cone blooms quite wildly. The defending team on Maggon can destroy them before the attackers arrive at them at the start of a game, making them unnecessary from a game design perspective. That gallery that they are mounted on works just fine for heavy weapons teams to snipe into A, I rain shurikens and Starshots all day. I really think players just need to switch up their tactics.
@BrentEllison soo, apparently tactical with knife is stronger in clangs then warlock with wraithblade. Not directly, but if you just clang, tactical recovers and attacks again faster then warlock, leading to warlock dying to tactical knife with just fast attack spam from both of them. You basically can clang only every 2nd tactical knife swing, eating every other one to the face. Shouldn't it be.. like.. other way around?