I'm not sure if i even should get into this for the 756th time but there was no raising the skill ceiling. If anything, the addition of AC and hyper air dynamics dumbed down the overall gameplay, because as many people mentioned:
First, when it comes to A's and B's you fly faster than you walk and you can also backpedal in the air while keeping the ability to shoot which means that you can retreat at a high speed while firing back at the enemy - mechs that stay on the ground can't do that: they're either forced to fight or run.
Second, for the most part the maps we have now are pretty open and there is plenty of air space with no obstacles around which leads us to the next issue: predictability and "reading" your opponent. While the mech that sticks to the ground has to pay attention to his surroundings in order to not get stuck on the wall and make it harder for the opponent to read it's next action, the mech that hangs in the air has no such problems - for the most part it is literally impossible to tell where the flying mech is gonna go since usually there is no terrain taken into account when dodgin in the air.
Third, when using projectile weapons(heat, eoc, rev-gl), that were designed for shooting ground targets exclusively and that rely heavily on having that ground under the opponent in order to be fully efficent are practically unable to compete with an airborn mech that has a hitscan weapon not only because all the projectile weapons are burst based and have poor DPS but also because they are not suited for the current flight-heavy meta.
So, mechs WITH AC can retreat faster while shooting, but those w/o cannot... so you're opposed to giving it to all mechs... In other words, you support A class having this perceived advantage, while B and C classes suffer?
Predictability and reading your opponent is still very possible even in open areas. The small amount of unpredictability that AC offers only increases the skill requirement of the game, as now it requires some reaction time on top of proper planning. This is a good thing.
Also, mechs hanging in the air are easy to hit. I think you mean mechs dodging in the air... in which case, they run out of energy fast and will soon be on the ground for your splash monkey shot if you're not good enough to hit them in the air.
All the weapon arguments against AC are irrelevant tbh. Plenty of people have zero issues hitting mechs with AC. Have any of you opposed to AC ever played Tribes? Those weapons were predominantly splash based projectile. Tribes players spent WAY more time in the air than any HAWKEN player ever will. And guess what, mid airs were commonplace. So saying weapons are "designed for shooting ground targets exclusively" simply means you need practice, not that they are actually designed for that. I'm not saying this to be offensive, that's just how it is.
Another thing to think about: If someone is using rev-gl close range vs a zerker... you're already playing the grenadier wrong. If you're in that situation, your team has failed already. Also, I know players can use rev-gl to mid air anyway... so again, anyone with this complaint must either increase your team situational awareness, and/or increase your skill.
"Flight-heavy Meta": Not even close. I use AC on all my A class, and some B class. I hardly ever use it because you're a sitting duck while in the air, and it burns your energy like crazy, making an escape once you hit the ground even harder. You're totally making this meta up. People that spend a lot of time in the air die a lot. But perhaps dying is the new meta...
EDIT: Here's something else to think about
Zerker with AC is probably the fastest thing out there. Adding AC to all mechs will NOT be worse than a zerker. So everybody has already seen the "worst" case scenario. This "worst" case is what many of us view as acceptable. Do people really think that C classes with AC will be pullin fuzzy bunny like a zerker? Lol no. Nobody is asking for that...
Edited by RedVan, 22 March 2015 - 07:57 PM.