I gotta admit I'm as leery of including the Draco in this beta as Heinz is, but not quite for the same reasons. Specifically, it's this part that concerns me:
laboRHEinz wrote:[...]However, I'm not quite sure about the Draco, I don't have any experiences with it yet. Has it been tested anywhere? Is its power balanced? We really had enough troubles with overpowered vehicles, so I'd prefer to have it playtested thoroughly before including it in a map[...]
you should just put the Cicada back in. We can upload the Draco version afterwards, any time, as soon as it passed at least the criterion of being balanced in terms of power, compared to stock vehicles, of course.
Requiring that included content has been previously vetted and approved balance-wise before adding it in a map is a reasonable standard alright, but if there's no server policy provision under which to do said vetting, we risk falling into a vicious circle of never accepting any new vehicle/weapon just because it's new and remains unproven.
To find the necessary space to test out new gear then (a variable in the overall design),
DDx says that we simply need an environment where every other parameter is known, i.e.
proven maps. So, whereas this RangerSEMSU beta (and previous versions too) is largely an unknown quantity as well because of the little attention and playtesting it's received throughout the years (not 100% sure, but I think it was on TechCom for a few, short months and maybe here too for a bit several years ago and that's all), making this a 2 variables situation, why not just plop the Draco on a good map that'd be suitable to a short-range vehicle like that instead and see what conclusions we can draw from there?
I'll admit to old plans for a future StorageFacility edit that would properly turn up the heat via Wormbo's fire tech (albeit in a faster, wheeled platform; likely a badger with that hemispherical turret attached) by placing such a vec at the non-tank middle node, but I'd be (kinda) willing to give that up for a test like this instead if I had to.
Alternatively, there's a few other good, indoors maps with enough tight corners-based action than long range shooting that one could consider, namely MasterBath and MasterShower (
Edit: and maybe Sektor 8 too). Now, before you start crying heresy at me, hear me out for a sec, I haven't completely lost it, not yet anyway; I'm fully aware that MB is a prime Tier 1 map that shouldn't be casually messed around with, but neither Storage, nor Tyrant (or BasementHomeTheater) are conducive to such short-range cicada type flyers for one thing, and, if we're terribly honest, the Ion in MB has always been a pretty much over-the-top choice to boot. I believe I've mentioned in the past (publicly, I hope) how the Ion is a pretty overpowered artillery type vec (immune to its own damtype, linear shot, etc., etc.) that was never meant (or tested) for balanced play even by the devs themselves, but for asymmetrical AS combat instead, and how things could be brought down to PPC level across most Ion-centric maps without sacrificing that "ion role". Hell, even excluding the ion rain gimmick some experienced players will engage in on MB, it's pretty frequent to come across full, 16vs16 matches where several teammates dedicate themselves to grabbing and healing ions to the point where their drivers amass ungodly frag counts and spree awards by the end. IMO, if there's one point of tolerance in the balance of geometry design and the various interacting gameplay elements that make up this successful ONS map, it can be found in what spawns at that top rafter. I'm confident that an ion-less MB could be suffered and that we should be able to accommodate a (brief?) edit where that's swapped for something with a shorter effective range and/or power. Or, you know, if you're still thinking "burn the heretic", we can put it in MasterShower instead, although that one doesn't enjoy the exact same appeal as MB and wouldn't be played as often, giving us less useful data.
Long rant short, I too dunno if the Draco is OP, UP, peepee (:p) or whatever else, but what I
do know is that this fire tech is both new and intriguing enough from a gameplay perspective that we'd be doing ourselves a disservice not looking into it in a serious way. Let's stick it in a proven map, mess around with it and see what the results tell us.