Agility Needs To Be Reduced In All Classes.
#101
Posted 10 December 2013 - 08:03 AM
IE: If that 6 ML Jenner wants to engage an Atlas at 400 metres, the Jenner should get blown away. However if the Jenner manages to get closer - say, to 200m (purely for example!) - then it should have a fighting chance against the Atlas.
#102
Posted 10 December 2013 - 08:04 AM
Joseph Mallan, on 10 December 2013 - 07:52 AM, said:
Plain and simple if you wanna be fast, accept the consequences of that decision. Just like i do when in my Kintaro. When I die unexpectedly I normally type,"Gotta remember, this is not an Atlas!!!"
Joe, come on. You know I'm a light pilot, and that I readily accept that it is my fate to die a grisly death if I manage to spend too much time in front of an assault.
But that's what we're trying to get through your thick head, that it is currently impossible to avoid against an assault pilot that's not distracted. The turning speeds and torso twist speeds means I cannot outmaneuver you. I cannot get out of your field of fire unless you do something stupid.
In short, it's not enough if I'm a better pilot than you in my light, you have to do something stupid to not be able to keep me in your sights, because the game mechanics mean you have the means to track me no matter what I do.
Edited by stjobe, 10 December 2013 - 08:05 AM.
#103
Posted 10 December 2013 - 08:11 AM
I see the common ground guys its like you are saying the same thing but from each point of view! ALMOST THERE JOSEPH AND JOBE!
#104
Posted 10 December 2013 - 08:13 AM
Phromethius, on 10 December 2013 - 08:01 AM, said:
This is what they are saying. I lurk mostly but had to log in to help this discussion along. I see what you are saying about reflex. And that is true when it is implemented like the Cross hair trap you set for yourself. They cross your line of fire and you have the reflexes to pull the trigger the light SHOULD in fact go down. However as an Assault, even factoring in pilot reflexes, the mech should not be able to catch up to and lead the reticule on a light mech target moving laterally across the field of view. Essentially an Assault mech should NOT be able to line up a shot on a fast moving target, but if they are a good pilot can get off the shots when the light makes the mistake of crossing the current line of fire or circling around the front of the mech. T
That is the argument presented. Tracking the light mech is too fast. Negating the mobility of the light mech. Track all you want if a light pilot runs head long in your current firing solution, but not if it is darting laterally to get around to your back side.
To further show I am not on anyone's "SIDE" IF an Assault pilot had the intuition to predict the tactic of said light and PRE-led his target reticule to anticipate a flanking maneuver, then again pilot skill wins the day and the light should suffer the wrath of an alpha. But again this would only work because the light itself would be crossing the reticule not the Assault placing the reticule on the mech moving 4 times as fast.
And the argument presented is wrong. I am a "Big Guy" (6'2" 270) I can and do surprise the {Scrap} out of lil guys with my reflex speed. If these guys tried to out run me they could. If they get into arms reach, I can snatch 'em off their feet and teach em a lesson. We need to take responsibility for our own failing, If you are dying in a Light and you are a good light pilot, you have met a better pilot or you made a mistake. I can kill maybe 2 outta 10 Lights I encounter as is. Quit trying to screw that up!
#105
Posted 10 December 2013 - 08:16 AM
Sandpit, on 09 December 2013 - 05:09 PM, said:
Ok, show me where I've maxed out an engine, have tons to spare, or even crit slots open.
If you alpha you get hot. Fast. WAY fast.
Sure it has 45 damage alpha but it's also not pinpoint
Now then, I simply cannot wade into battle against faster heavies, just about any medium, or anyone that has a good idea on how to pilot a light because I CAN'T twist, turn, and track those mechs. I have it mastered so my skills are all doubled. I'm telling you flat out with all honesty that what you're saying just isn't factual. I'm not being a dbag I'm just pointing out that I am living proof in contradiction to your statements.
As noted, the 5 LL Stalker, other than being a 1 Alpha wonder, and then wait forever (without a Flush) build, is just a waste of Energy slots. At 3.5s recycle, a 3 LL build can fire ALL three in a continuous stream of 9pt. (optimal) damage for a very long time (+/-45s) and in the end have a better a much better over-all DPS versus that 1 Alpha wonder.
P.S. You can go with 4 LL, but again, the recycle times makes 3 the optimal # for steady firing.
#106
Posted 10 December 2013 - 08:19 AM
stjobe, on 10 December 2013 - 08:04 AM, said:
But that's what we're trying to get through your thick head, that it is currently impossible to avoid against an assault pilot that's not distracted. The turning speeds and torso twist speeds means I cannot outmaneuver you. I cannot get out of your field of fire unless you do something stupid.
In short, it's not enough if I'm a better pilot than you in my light, you have to do something stupid to not be able to keep me in your sights, because the game mechanics mean you have the means to track me no matter what I do.
I disagree though St. I am an Assault pilot, I rarely kill lights as is, I have old aging reflexes that sometimes show signs of old glory, the problem isn't anything that isn't player reflex ability. I kill lights more by anticipating your movement than tracking you, but really stop trying to make it harder.
You don't read me saying "I die to easy, Assaults need more armor." I even tell folks saying that to sit down they are wrong. You are a bug I am a windshield! Someday's its not your turn.
Edited by Joseph Mallan, 10 December 2013 - 08:50 AM.
#107
Posted 10 December 2013 - 08:21 AM
#108
Posted 10 December 2013 - 08:26 AM
I completely appreciate the point where Artgathan and Stjobe are coming from. At face value, yes it’s makes practical sense that a light should be more “maneuverable” than a Medium and a Medium more so than a Heavy and a Heavy more so than an Assault…. Even if you dispense with BT universe magic… it’s just sound logic.
I also appreciate the premise that PGI is negligent in recognizing this aspect by affording all mechs regardless of their weight class and design, the same axial rotation speed of 41.8 dps and turn radius of 24.7 meters.
All this being said… you guys are out of your flipping minds…
A mech rotating at 41.8 dps (Lets make is 42 for clean math) means a mech can rotate a full 360 degrees in roughly 8.6 seconds… You read that right, 8.6 seconds.
So exactly how much slower do you think an assault mech should pivot on its axis?
- Rotational speed measures how quickly an object rotates about the objects axis of rotation.
- For rotational speed we are concerned with how many radians an object has rotated through in some interval of time. (41.8 degrees-per-second or 360 degrees in 8.6 seconds)
- Tangential speed is concerned with the linear speed of an object, and the objects distance from the axis of rotation.
- Tangential speed acts tangent to the circular path the object is traveling along.
As this relates to MW:O and this discussion:
For the sake of simplicity of argument we’ll use make-believe math… Mech “A” = the targeting mech rotating on its axis tracking a target mech = “B”.
The farther mech “B” is from mech “A” the less axial rotation is required to maintain its facing on mech “B”. As mech “B” closes distance with mech “A” as some point midway, the axial rotation speed is equal to mech “B”s tangential rotation speed. As mech “B” proceed past that point, “B”s tangential rotational speed exceeds “A”s axial rotation speed.
In short… “math” is working as expected.
Assaults and heavies don't need their “agility” nerfed. At 42 degrees-per-second… they are abhorrently slow already.
What needs to happen as I alluded to in the opening is PGI needs to recognize the weight classes should not all have the same sized turn radius… ever.
TL,DR: You guys are approaching the "agility" problem from the wrong direction... Axial rotation speeds are fine, it's the turn radius of the lower mechs that need to be adjusted.
Edited by DaZur, 10 December 2013 - 01:41 PM.
#109
Posted 10 December 2013 - 08:28 AM
Phromethius, on 10 December 2013 - 08:21 AM, said:
Being honest, I shouldn't need a second shot with the right load out. Sorry man I load up my Assaults just so I can drop the hammer on the enemy, IF I can tap you twice with with 40+ point alphas then I deserve to drop you in a heap. Just as if you can get to my six in the open, and stay there, I cannot do a thing to stop you. I die more to lights than any other single Mech and I kill the least of you. Give it a rest, you are getting killed by better players than you are, and you are not accepting it. Until you are dying to me more than 50% of the time you are not dying to much.
Edited by Joseph Mallan, 10 December 2013 - 08:31 AM.
#110
Posted 10 December 2013 - 08:30 AM
When you swat a fly you hold still and wait till you can BAMM take it down. When it crosses your downward arc of your hand rolled newspaper or fly swatter. What you CAN'T do at least I have never seen it done, is track the fly as it is buzzing around the room or to the sides of you WITH your rolled newspaper or swatter or whatever. And if you miss with that downward slam then you have to wait till it flies in front of you again or position again and set up the trap.
The Assault mechs have the ability to track place the targeting reticule CONSTANTLY on a light and that is the argument. Regardless of the speed and movement vector of the light mech
Edit: Bowing out because of the math idea presented above. I would happily accept a sharper turning radius for greater mobility!
Edited by Phromethius, 10 December 2013 - 08:34 AM.
#111
Posted 10 December 2013 - 08:38 AM
Whether it's twisting speed, twisting arc, or movement speed.
If you are constantly getting tracked by an assault mech while piloting a light try getting in closer and face hugging a bit more. I'm offering a different tactic to you because again I think it's good where it's at.
At this point, this conversation can only go in circles. There's two different opinions. Neither is right or wrong but both are valid. If they feel it's a big enough issue PGI will adjust it. If not, they won't. This will only keep going in circles though because both opinions have just as much vested in giving PGI their opinion and feedback on it.
#112
Posted 10 December 2013 - 08:47 AM
Sandpit, on 10 December 2013 - 08:38 AM, said:
Whether it's twisting speed, twisting arc, or movement speed.
Well, actually... yes they can. It's all dependant upon a mechs linear foot speed and the distance from the targeting mech to the targeted mech...
Try this exercise... Go stand by the highway and stand 50 yards from the road and track a car. Pretty easy right? Now go stand right next to the highway and track a single car... It's a blur right?
Same thing here... a fast moving mech at distance can be tracked by a stationary mech rotating on its axis so long as the stationary mechs rotational speed is equal or greater than the fast moving mechs linear foot speed. If that mech is close enough to the stationary mech that it's linear foot speed is greater than it's rotational speed (41.8 degrees per second btw) the stationary mech will find it more and more difficult to track as it draws closer.
#113
Posted 10 December 2013 - 08:48 AM
Phromethius, on 10 December 2013 - 08:30 AM, said:
When you swat a fly you hold still and wait till you can BAMM take it down. When it crosses your downward arc of your hand rolled newspaper or fly swatter. What you CAN'T do at least I have never seen it done, is track the fly as it is buzzing around the room or to the sides of you WITH your rolled newspaper or swatter or whatever. And if you miss with that downward slam then you have to wait till it flies in front of you again or position again and set up the trap.
The Assault mechs have the ability to track place the targeting reticule CONSTANTLY on a light and that is the argument. Regardless of the speed and movement vector of the light mech
It is the same if I was to start complaining cause I Die to much in an Assault Mech... gimme more armor. I have died 2,182 out of 4,325 matches, everyone of them was my fault, by biting off more than I could handle or just not giving a darn, I died cause I messed up. It's not cause I don't have enough armor, or My enemy can twist to fast, excuses are excuses. And as the saying ends... they all stink.
#114
Posted 10 December 2013 - 09:04 AM
DaZur, on 10 December 2013 - 08:26 AM, said:
TL,DR: You guys are approaching the "agility" problem from the wrong direction... Axial rotation speeds are fine, it's the turn radius of the lower mechs that need to be adjusted.
I agree, but there's a formula that governs how "fast" something can turn in a certain radius. It's:
Speed = 2(pi)*Radius / Time
Where:
- Speed is the tangential speed, in m/s
- Radius is the size of the circle circumscribed by this mech, in metres
- Time is how fast the mech can turn the circle, in seconds
I agree that decreasing the turn speed for Assaults is tricky business (since it can start to take them forever to do 360 degree turns).
Consider though that decreasing the circle radius for light mechs will leave them increasingly vulnerable to collisions (if they should ever return), which could in fact make the small circle as big a death sentence as the current situation.
Mallan, I know you're a talented artist. Could I perhaps trouble you for a quick sketch of a Locust and one of an Atlas (2 separate drawings, as I'd like to use them independently)? I'd like to make a diagram (perhaps it'll help illustrate everything that's been said).
#115
Posted 10 December 2013 - 09:07 AM
Joseph Mallan, on 10 December 2013 - 08:28 AM, said:
But that's what we're saying, Joe - with the current turning speeds, torso twist ranges/speeds, and arm twist range/speed it is not mathematically possible for a light to stay on your six. Any assault has enough turning speed, torso twist speed, and/or arm reach/speed to keep up with any 'mech in the game, at least for as long as it takes to go to full torso twist - and then it's a very short window where you twist fully the other way and you're back to keeping that 171.1 kph light under your reticule.
#116
Posted 10 December 2013 - 10:13 AM
stjobe, on 10 December 2013 - 09:07 AM, said:
Have you tried this? Seriously Jobe? Have you hopped in a Atlas and tried to do what you are claiming CAN be done? I ran a D-DC for Months, an any half way decent Light Pilot could stay out of my cross hairs while I'm sporting a 350 XL engine! The only way I could tag one is if I made an effort to anticipate his next move and opened up with a alpha full of Ballistics, Lasers an SRMs. I personally never see the likes of you in game anymore St, so I will conclude you are in a higher Elo than I. Maybe, just maybe the guys(and gals) you are dropping against are just better shots than me, have a better rig(computer) than you, or ar luckier than you.
#117
Posted 10 December 2013 - 11:32 AM
Joseph Mallan, on 10 December 2013 - 10:13 AM, said:
Well, you got me there Joe, I haven't. I have exactly 42 drops in assaults (since the stat reset anyway, probably have a few more from before that); 40 in my founder Atlas and 2 in a Phoenix Battlemaster.
But there's two sides of the coin, and I have well over a thousand drops in my Commandos alone, not to mention my Spiders and Locusts - and even with all that experience I find it exceedingly difficult to stay behind an assault that doesn't want me there. So I'm inclined to believe the math from those experiences.
But no, I haven't tested it from the assault pilot's seat.
Joseph Mallan, on 10 December 2013 - 10:13 AM, said:
Your Elo is probably too high for me; I've been in Elo hell for quite some time now, to the point where I've resigned myself to the fact that I just have to try to make the best of each and every match and ignore the fact that my team can snatch defeat from the jaws of victory with astonishing speed and prowess.
Edited by stjobe, 10 December 2013 - 11:34 AM.
#118
Posted 10 December 2013 - 11:39 AM
stjobe, on 10 December 2013 - 11:32 AM, said:
#119
Posted 10 December 2013 - 12:58 PM
#120
Posted 10 December 2013 - 01:27 PM
stjobe, on 10 December 2013 - 08:04 AM, said:
But that's what we're trying to get through your thick head, that it is currently impossible to avoid against an assault pilot that's not distracted. The turning speeds and torso twist speeds means I cannot outmaneuver you. I cannot get out of your field of fire unless you do something stupid.
In short, it's not enough if I'm a better pilot than you in my light, you have to do something stupid to not be able to keep me in your sights, because the game mechanics mean you have the means to track me no matter what I do.
Too far away! less than 20m range or g t f o!
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