/derail on
ImpHammer has pro's and con's, I tend to hit with them a bit better then with normal rails, but I won't hit all three projectiles of the burst.
If you consistently hit with rails, they propably are better. Also ImpHammers produce more heat imho.
The APA was great as long as TLB didn't have a cooldown, so you could permaTLB your enemy. Now with the cooldown it's less useful,
because it does less damage per shot. I don't see PP weapons as meta, they are interesting alternatives but far from winning tools.
/derail off
Morbad your vid isn't loading for me. Can somebody confirm that's on my end?
Sticking with that derail thing for a second. But it kinda goes hand in hand here.
On hit effects are awesome. The Drag change is awesome, Scramble Spectrum super awesome. If we were to rate these effects on a scale from 1 - 10. How severe is the crowd control paired with its dmg. And then how much CC should we have? I have no problems with locking people down and tackling them. But you should be able to break free/reset some of it.
I kinda thought the distro expense of boosting while CC'd was the break free with a cost. They could change this on the other end and reduce the amount of distro recharge we get passively for engines. Like, the base value and not the engineered value, almost achieving the same goal. Still allowing us to break free of CC by Boosting at the cost of the distro charge.
And sometimes we just die. We screw up and die. Thats ok too. I've never died because my hull went first against packhounds though. They are a strong utility weapon. Better than some of the other powerplay weapons, looking at you, useless mining laser.