Jump to content

Victor Torso Turn Rate The Same As An Atlas


67 replies to this topic

#61 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,250 posts
  • LocationCalifornia Central Coast

Posted 10 April 2014 - 09:42 AM

View PostVoid Angel, on 09 April 2014 - 04:09 PM, said:

Sure; but their position was that the Victor was too maneuverable for its tonnage/weight class - and having fought them, I find that reasonable. Going from a positive modifier to a large negative modifier seems extreme, but they may be thinking that it'll be preferable from a PR standpoint to err on the side of nerf-dom and re-buff the 'mech than to need to nerf it twice if they're too conservative.


Okay, I think we are more or less on the same page.

#62 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 6,600 posts
  • LocationParanoiaville

Posted 10 April 2014 - 10:14 AM

=) Like I said, I don't have a dog in this fight - I just want PGI to get useful, constructive feedback. =)

#63 Cest7

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,781 posts
  • LocationMaple Ditch

Posted 10 April 2014 - 01:57 PM

Uhm... Its got jumpjets and an actuated ballistic arm.

So what if its got equal torso pitch as an atlas, it's legs turn faster which (if you can drive) equated to a faster full rotation speed than an atlas.

This thread seems to state the obvious?

#64 skorpionet

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 292 posts

Posted 11 April 2014 - 12:59 AM

HAHAHAH I'm thinking about the future.... with a same PGI behavior on some CLAN mechs!!!! BUAHAHHAHAHAHAAH

#65 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,250 posts
  • LocationCalifornia Central Coast

Posted 11 April 2014 - 10:06 AM

View PostCest7, on 10 April 2014 - 01:57 PM, said:

Uhm... Its got jumpjets and an actuated ballistic arm.

So what if its got equal torso pitch as an atlas, it's legs turn faster which (if you can drive) equated to a faster full rotation speed than an atlas.

This thread seems to state the obvious?


Ballistic arm doesn't move very far. Just accept it, -10% is more fair then -20%.

#66 Ancih

    Member

  • PipPip
  • The Cub
  • The Cub
  • 49 posts
  • LocationMontréal

Posted 11 April 2014 - 11:31 AM

View PostCest7, on 10 April 2014 - 01:57 PM, said:

Uhm... Its got jumpjets and an actuated ballistic arm.

So what if its got equal torso pitch as an atlas, it's legs turn faster which (if you can drive) equated to a faster full rotation speed than an atlas.

This thread seems to state the obvious?



Legs turns faster than Atlas because its 20t lighter, all mechs follow the same rule: leg turn speed is directly proportional to tonnage and engine rating and no other factors (like JJ and hardpoints)... so yeah sorry for stating the obvious.

Edited by Ancih, 11 April 2014 - 11:35 AM.


#67 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Star Colonel III
  • Star Colonel III
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 15 April 2014 - 06:17 AM

Except the leg turn speed was also nerfed...or did you all miss that?

#68 A banana in the tailpipe

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,696 posts
  • Locationbehind your mech

Posted 15 April 2014 - 06:30 AM

View PostGas Guzzler, on 08 April 2014 - 02:56 PM, said:


Making Assaults more sluggish makes lights way too hard to track.  Let's avoid that.
We wouldn't want to impact all of those light hunting assaults now would we? I have little to no sympathy for an assault having trouble with lights. They should be sluggish and need protection from mechs that can run between their legs.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users