Re: the delay in deploying PMs. I thought it was a bit much considering they've been nerfed right down to 2 per life anyway, but if there's going to be a delay, why not make it a realistic one?
How about a two-stage deployment: place and arm? Set it up so you have to, say, right click to deploy, then left click and hold for a short period to arm it (similar to deploying and arming explosive charges in ET:QW). Simply looking like you are doing something as you deploy the mine would probably be psychologically less frustrating than standing there like a prawn, waiting for your PM to stick...
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Whilst I can understand players' frustration at anti-air missiles that don't lock on properly, I fail to see why anyone witters on about it taking too many rockets to take down an AT-ST. The walkers have three weak spots that mean they can be taken out in short order by any of the standard primary weapons. Simply get behind the walker and shoot into either one the black exhaust vents in the 'pelvis'; i.e. the bit immediately above the legs, or if you can draw a bead on it, the balljoint with the head. My favourite weapon for doing this is actually the Officer's DL-44 blaster pistol, as it doesn't overheat in the process; the ME Speeder gun is probably the quickest, though, if you can get in position. I've never bothered trying, but I imagine a rocket hit in one of these critical weak spots would bring equally rapid results.
Obviously, a walker with a good squad watching its back is an absolute pig to deal with, but all too often they're out front on their own and that's when they are highly vulnerable...
Some similar critical weak spots on all the armoured assets would be nice – if indeed it hasn't already been done for 1.3.
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The Starfighter HUD indicators were present in 1.2. It was the 1.25 hotfix what busted it! I'm in two minds about them. I'd got quite used to living without them, but it did make the TIEs unfairly hard to locate. (That said, Stormtroopers have to run around in very obvious white most of the time...) I'd much rather see the back of the red chase icons, which lead only to endless circling.
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I'm still coming to terms with the changes. I still like my support class, but I think I preferred the Bowcaster and MG-15 the way they were. The MG-15 now shoots slightly below the red dot in zoomed mode, by the way. I've also noticed some hits on prone targets not registering; i.e. you can seeing the target flinching from the impact, yet no damage is done. That didn't used to happen.
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I'm not going to rate this patch. It is what it is, but the game is still awesome and I will adapt to the changes – and then adapt again when 1.4 is released!


Mmm... vanilla!