I have little interest in reading what Joe Nub thinks about the new gameplay. However, I'm mildly curious as to what skilled players think of it.
Personal thoughts? 3.0 forces the Frontiermen to work together and now gives them more incentive to hunt down and destroy upgrade chambers as well as resource nodes. Frontiersmen must now work to minimise casualties as well as controlling resources and territory. It also places much more emphasis on the role of the Commander as they need to be much more flexible in combating a greater diversity of kharaa strategems.
Thoughts to ponder:
Celerity skulks are more powerful than can be considered reasonable, as much due to hitbox inaccuracies as anything else. Now that skulks aren't such cannon-fodder, should this be a time where we consider the demise of bunny-hopping?
Sieges could stand a reduction in cost.
With the kharaa game now relying less on uberfades to carry the day, is it perhaps worth considering reducing the fade's potency slightly? Perhaps by increasing blink energy cost, or by requiring a minimum amount of energy (25% for example) to engage blink? Maybe even just trim a few points of armour off them (which might make Carapace all the more tempting). I know such suggestions will probably make Mustang cry, but some of us mere mortals don't necessarily enjoy acting as his supporting cast.
Incidentally, if anyone has any 3.0 Final scrim demos to post, please do.