oldradagast, on 04 April 2014 - 08:06 AM, said:
Exactly. The various jump-jet nerfs and changes to the Victor's agility have badly hurt it's brawling ability. I used to run a Standard 300, an AC20, and 2 large lasers, for example, for brawling. Not an overwhelming amount of firepower, but with the mech's agility, it could keep moving around to carve up foes while they had a hard time pinning the mech down. Sure, smaller mechs were faster, but I could practically walk around an Atlas or Stalker and tear it apart - they had more firepower, but I had more mobility.
Now, none of that is really practical anymore. The jump-jet changes and agility nerfs have really harmed the Victor's ability to brawl, and the painful reality is that the only thing the mech had going for it was agility. It's hit boxes are decent, sure, but it is rather undergunned for an assault mech in no small part thanks to the idiotic missile tube layout that forces SRM's to stream in silly, tiny clumps.
It's not a bad mech now, but it just feels wrong. You can still jump snipe in them, but the Victor was designed as a fast "in and out" brawler, and it's not really that good at that anymore. So, it hangs back, jump sniping or poking at things with the autocannons and PPC's... it's okay that that, but it doesn't really stand out anymore - it's role as a fast strike assault is gone.
I agree completely. It's not that you can't make Victor's work, it's that these changes killed it's viability for a relatively unique role leaving the boring/stale meta we have. I really desperately wish they'd include penalties, or quirks, or a weapon sizing system to help control turning medium lasers into PPC's or even large lasers.
One quick change they could have made would be to up the tonnage of the JJ to 2 tons instead of what they did, it would make the high alpha builds slower still (as engine size goes down to compensate) but I'd probably move to a mix of SRM's and medium lasers to save some tonnage off the LL (normal build is AC20/2xLL) and reinvest in JJ. My striking range goes down (nerf) but build is still viable.
Or add a mech quirk that give's it ghost heat when more than 1 PPC is fired.... the mech's energy systems can't handle more power at one time. They should do this more more variants like the 8Q getting a quirk allowing you to fire 3PPC's at one time. It would go a long way to differentiating the mechs and rewarding playing nearer to a classic build.
Or how about giving scaling heat penalties for changing builds drastically upwards: your hardpoint lists a ML, and you put a LL there... +1 Heat... put a PPC there +2 heat... the powerlines aren't rated for the larger weapons and the mech isn't built to dissipate the extra heat generated. Build a set of modules that help decrease the effect. Give some mechs skill unlocks that decrease the effects for certain combinations.
This makes the mechs designed to carry the big weapons special, as they've often got other drawbacks already present.
Any of these things would help preserve the quick striking brawling playstyle that goes with the Victor, while decreasing it's ability to power up with the poptart meta.
Edited by Prezimonto, 04 April 2014 - 08:36 AM.