First off: Thanks for the match, Gents! Thanks for enduring it, casters and viewers and I'd like to apologize to the teams, which evenings we've ruined.
My two cents on the match:
We've never played a full sniper loadout capeable of outsniping sniper builds. The gents have got one of the best sniper loadouts out there and know how to use it - hence I think it was a good time for us to give it a try.
Also I've recalled a comment (form brick, I think) who referred to the Gents sniper loadout as a "lost art form"(or something along the line). An opinion for which I've got rather mixed feelings. I was kind of happy to be able to illustrate what happens to matches if both teams refuse to engage. Note though that we've not intentionally streched the matches to make a point. The duration of the matches has been a result of a consequent commitment to the most efficient playstyle of the chosen builds.
On a more general note:
I personally didn't play a lot since the release of the latest patch, but from what I've seen so far brawling has been significantly nerfed by reducing the overall efficiency of mid-close range weapons and due to the range nerf of close range weapons in particular. Hence close range tactics are way less efficient - These days it's just way riskier to rush in through sniper fire relying on that quick close range kill, especially if your opponent knows how to keep their ships in shape. Overall I think the balance has been shifted in favour of all those classical long range weapons - merc, arte, hades, heavy flak and Lumber - especially with regards to the competitive scene. While some of those weapons are hard to learn, they're absolutely deadly once mastered.
The last patch tried to address complaints about carronades, which have been probably a bit too efficient on most public games but quite balanced once team play was included to matches. The reduced killing speed of classical close range hull strip+explosive combos make engineering mistakes more forgiving. However as a side effect the patch severly harmed the viability of brawl builds in games of higher caliber which isn't a good thing, imo. Frankly I liked the 1.3.2 balance way better than the current one.
Regarding the cog organization:
I'd like to see some sort of time limit for future rumble engagements, but can't provide a good idea for an implementation. Especially as I think a shift to more sniper focused builds can be expected, which will likely result in an increased average match time.
Topic split to keep things organized
Hm, I'm not sure whether that was a clever move... the entire discussion revolves around Sunday Rumble #13 after all.