The new modes are both fantastic, and by far the best parts of the update. With legends mode being as easily moddable as it is and available across many maps it's a wonderful place to go about testing abilities we would LOVE to see in open. I haven't played it enough to experience any balance issues, as it crashes with high pop, please fix this so we can use this mode.
The gameplay changes are interesting. I can see the dev's attempt to address community issues in Jedi v Gunner gameplay and Sniper gameplay but it seems there wasnt a clear vision on it.
Only SOME snipers got targetted, disruptor arguably the best sniper is still untouched, whereas projectile rifle has been smacked incredibly hard, this doesn't make sense to me, it should have been both sniper rifles or neither, this half-measure of addressing an issue makes me think there's a disconnect somewhere. There are ways to address snipers, this could be anything from new tools to deal with them to moving the sniping weapons to different classes. Or just not touching it at all. EE-3 change seems to be an attempt to bring it more in line with the other multi-function weapon Westar M5, both guns are still excellent, and I don't mind these different takes on sniper rifles/scoped weapons.
The Jedi vs Gunner gameplay changes are another mixed bag, we have knockback from old days but we have swingblock from the new system, another frankenstein system/change. In older builds of MB2 when a Jedi clicked attack he was committed, he also couldnt be interrupted only pushed away/avoided/killed. Now he can swing with the same impunity, but he also doesn't have to commit to it because swingblock. Swingblock worked fine with flinch as both systems complimented one another in saving jedi from eating dmg while the flinch side saved gunners from eating instant kills, balanced in it's own way.
Now, again, Jedi have their cake and eat it too. They get all the free attack stuff swingblock offers, the most flagrant being the jumpkicks which jedi can block during, and their swings cant be interrupted unless they decide to.
I also don't understand this "duel" mentality of knockback only working at 1.5x saber range, when im playing mb2 in open it's teamvteam, i pick up a gun so i can play at range, but now i can't save my buddies with either flinch or knockback unless im also in swing range, which i was trying to avoid by getting a gun and range!!!!
I guess dotf_classicb deserves a few words too, this is a hotbutton issue for the community, we really like this map, some people might not understand that as they dangle it in our faces and even rub our noses in it's loss by adding a gaff version of what we have clamored for. It's not a very funny joke, like asking if leia got paid for her ep 9 performance.
tl;dr
-Revert sniper damage, there's a more elegant solution.
-Flinch/PseudoQ3 are hand-in-hand mechanics, they should be removed together as knockback is not enough to beat PseudoQ3
-Legends mode is AWESOME, but it crashes.
-Progressive Siege is AWESOME and so are the FAs, but how do I set them up on server this wasn't mentioned in patch notes.