What's so bad about water balance? I get no feedback and I don't get many chances to play, let alone on water maps. AFAIK things are generally not-too-bad there, except for it being difficult to get back into the water, something that's being addressed by these new hovers as well as the working torpedo bombers.
whats so bad? oh not much, just everything.
EMG, as he says, is because of its short range. After several tests with Flashes being pitted against Instigators, I decided that the large range advantage of Gator and AK lasers needs to be counterbalanced a little more strongly. It is nearly a 10% increase though, so maybe I'll reduce it to 105 or 106 or something.... small steps.
never really pitted insti's vs flashes
but with AKs vs PW a PW will instashred a AK if it gets close and a VERY well microed AK will beat a PW (slightly annoying on larger maps but i still like this balance)
Giving the flash a buff doesn't seem to make much sense at all, as they are really intended at base assault and because of the close range high damage EMG they are a fair bit better at this than instigators!
Maverick is now 50 autoheal, Goliath is now 25.
The golly feels...wrong. increasing its autoheal isn't really that good IMO, unless you are going to increase its costs or something. As you always see goliaths, also i think there turrets turn rate could do with being a fraction slower
One player complained, and a bunch of experienced players pointed out that he was totally full of it. Maybe Razorbacks could use a tiny buff, but I doubt Vanguards needed a nerf.
QFT, you rarely see tech 3 in a decent game anyway, and if you do it works as it should. no reason to change anything there