If you want developers to do something, just talking about it here is of limited use, we need to work together to present a unifying idea to developers in suggestions
Also, I wish the developers would publish data on parts usage win rates
If you want developers to do something, just talking about it here is of limited use, we need to work together to present a unifying idea to developers in suggestions
Also, I wish the developers would publish data on parts usage win rates
Itās a little late to stop strafing parts from being part of the game.
At least now we have several good ground-based strafing parts, so itās not only hovers that get that advantage.
The way I see it, I donāt need every movement part to be equal, as long as they are all enjoyable to play. Iām not big on how hovers feel, but they feel like they should. I like how augers feel and look, so Iām more likely to play them and try to build and play around their limitations. If I get frustrated with their slowness, Iāll switch to omniwheels or gerridas. Or if I want to build something really big, Iāll go for heavy legs.
But I prefer the feel of non-strafing parts, so Iām more likely to play wheels overall, and I accept that means that fixed angle weapons arenāt going to perform as well. Thatās ok: there are lots of weapons that work well on wheels, so I play those until I get bored, and then play some strafing parts.
For me, all the movement parts are fun in some way, even if theyāre not all CW worthy, and even if they donāt all work well with all weapons. The differences keep the game interesting.
Having said that, heavy movement parts feel too sluggish. I would like more acceleration on those types of builds, but the new engine helps a lot with those situations.