So after another 50 battles played since my original post here are some updated observations.
Anyone agree or disagree?
1. Win streaks. They are much less likely to happen now. It seems that it is easier for luck to be a deciding factor in the outcome of each battle. Prior to 4.0, I would estimate that Skill and Weapon power accounted for 95% of the outcome. Post 4.0, I would say Skill and Weapon power are around 75% of the determining factor. Not a drastic drop, but enough to bring luck back into some battles. And just enough to keep win streaks lower.
2. As much as cannons had previously ruled the bay, I think they will rise to an insane height now post 4.0. With no more choices to make between blast/sniper/explosive, they are all max level with full fire bonus damage. Why would I load out a 2000 Hit BIG BERTA, when I could saddle up a 1700 Hit Explosive Cannon that does 2200 damage to a burning target(with no fire perks)? As players start to realize the increased power of cannons, I expect everyone who doesn't have leveled up cannons will be getting theirs leveled up and we will be seeing even more cannons on the bay.
3. The speed of games has increased. Most maps I have certain routes that I take depending on spawn point and enemy team ship types(fixer or no fixer). This doesn't happen every game now, but in enough games to be noticeable, before I even get finished with my route getting into position, one of my teammates, or enemies players is already dead or close to dying. The amount of battles over in 2 to 3 minutes (win or loss) seems to have increased.
4. Star Reward distribution has seemed to have increased. As a speeder main, Pre-Update I normally only got 1 Star per battle in wins, which is normal for my style of play(low focused damage). POST 4.0, I am getting 2 stars in almost every winning battle(despite being #4 or 5 on the post battle damage list).
5. I still believe FIXER teams are disadvantaged after the update. With only TWO blue slots, their shield HP increases are reduced compared to shooters and defenders(every defender on the bay now seems to rock at least 18K HP). Lets assume all weapons increased 25% in strength and all healing items increased 25% in strength. If you're a fixer who used to have 3000 healing per cooldown cycle, that means you gained 750 per cooldown cycle. An enemy team with 4 shooters and a speeder have 22 weapons who used to average an estimate of 1000 damage per weapon per cooldown cycle had a potential of 22,000 damage dealt and with the damage increase +5,500 damage. Now obviously shooters don't have 100% accuracy on shots, so even at a 30% accuracy, that is 1,650 more damage per cooldown cycle that a fixer cannot keep up with. These numbers can be played with, but the reality is that damage increases have outpaced fixer healing.
Can a good fixer team still win? YES. But previously if both teams are of equal talent, I would always give the edge to the fixer team. Now an equal talent team, I will always give the advantage to the NON-Fixer team.
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