It's not a 1v1. Light ewars play a pivotal role in fleet engagements.
1. It's the point tackle. It's the one that lands the demob first. Thanks to the patch it's no longer possible. And it's not possible because of the lag, client studder, broken movement.
2. You reduced the accumulator recharger bonuses on ALL the light ewar by 20% but you did NOT reduce the modules themselves accumulator usage. Running more than 1 ewar module with a masker caps ewars accumulator out. So if light ewar gets in trouble, it's dead.
- so when you factor in getting close enough to even tackle , your out ranged and fitted ewar mech is only 25 kph faster than a undemobbable assault bot. Speed don't mean *** when your client is lagging like a *** there's a million trees you have to navigate.
3. Now since EW strength got nerfed by 20% so with your "100%" demob chance if the assault fits 1 ECCM(which you didn't balance) I have UNDER a 50% chance to use ewar successfully to try to get away.
What even baffles me more is the complete lack of understanding of what light ewar does.
- you don't have an assault ewar class, you don't have a ewar heavy mech class.
The balance originally was light ewar was the support class to lights and assaults. Mech ewar was the support class to mechs and heavys.
Now light ewar is terrible cause no tank/no range. Mech ewar got nerfed by 20%.
Ewar is worthless and I agree with OP. The patch was *** stupid.
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