Deathlike, on 23 June 2014 - 01:27 PM, said:
I wanted to write a bigger post/thread in response to the OP's points, but since that would take more time than I'd like to spend at the moment.. I have a different suggestion or two to go with and some thoughts.
The thing about the "meta-Victor" that we all can identify and poke at, is that it's still when engaged @ 90m, the PPC has less of a role... but that can be negated with good teamwork (and as we know, teamwork is OP). So, in trained groups, you can mitigate this weakness... so it's not really a weakness unless you have really bad PUGs.
The Victor's torso twist WAS NOT A FIX, but in some context it did need a nerf... as we try so hard to suggest buffs for the Awesome... but it almost always is a worse choice than the Stalker. So... that's up to PGI/Paul to address.
Almost w/o fail, I see Madcats in EVERY MATCH. I'm kinda convinced a nerf is needed, but as to what, I couldn't tell you what (but it probably starts with some torso twist nerf).
I do however have a suggestion in regards to how you address jump sniping in general...
You can blame/thank Paul for this, but back when he was "trying to buff mediums", what he did specifically was increase the overall "range" of the medium mech. I mean specifically the range of motion (faster torso twist). I'd rather he would've added improved acceleration and deceleration (to be almost as agile as a Light, but whatever.. he's almost always off some mark). If any of you have ever run the Trebuchet (a meta Paul has mentioned in a Vlog), the current buffs allow it to have incredible range of motion... so much so that I don't think the mech can take advantage of due to cockpit vision.. 40 degrees of arm pitch. You can't make use of it.. really (try it).
It got me thinking... what if we "reduced" the effective pitch of BOTH the arm AND torso while in the air? Scale it by tonnage... where the smaller mechs are less affected and bigger mechs are affected more.
For example:
Lights - ~25% reduction
Mediums - ~40% to 50% reduction
Heavies - ~66% to 75% reduction
Assaults - ~75% to 90% reduction
So, you're wondering why this?
If you have ever run the Thunderbolt, specifically the TDR-9SE.. it never ended up being meta. Besides the fact it doesn't have any ballistics, it actually has a VERY BAD range of firing when you're trying to poptart. This in part may be due to the cockpit view... yet it HAS THE SAME torso twist values as the Cataphract-3D.
Reducing the "range of firing" while in the air actually works better this way. You still have pinpoint (which in itself is a problem), but it greatly reduces the jump sniper's effectiveness significantly as currently constituted (across the board). This WOULD NOT affect brawling at all (well, you would only be able to use it on a limited basis for jump brawling). If you only have enough range to fire something slightly below you, you then have less of an incentive to use said tactic. The idea is that it would reduce the effect of poptarting in a map like Alpine, firing down upon an enemy from H9-I10... because you have incredible range to do that. While this somewhat indirectly nerfs "high torso weapons" in a sense, it doesn't make it overbearing... making it a choice of the player if that want it instead of a "given".
I'll write another post about ERPPCS to this thread, but let this settle in for a bit...
For TL;DR reducing the range of motion in the air (aka reducing pitch+yaw by a percentage based on tonnage) would help this significantly.
The issue is not twisting/pitching in air...that is actually very little part of the problem. The problem is PP FLD damage. Mobility is little to do with jump sniping. Sure, it helps to reposition quicker, though that does not, in itself, make anything a better jump sniping mech than another mech.
The Highlander is still VERY serviceable in this regard, but has less SPEED than the Victor, while having BETTER MOBILITY in confined space. The primary reason they are used less is because hitboxes on the Victor are more favorable for running XL engines. In a HGN you NEED 4 JJs these days to have an efficient jump sniping mech, and the Victor can run 2-4 that weigh less and accelerate more quickly...
If you instituted the HGN JJ changes to ALL assaults and gave the Victor the mobility it had in confined space before, issue solved...
As for clan mechs, I seriously cannot believe this conversation is on page 18...the issue is absolutely NOT mobility...
Everyone is throwing darts at the board and landing in all the markers that dance around the center, the REAL issue, is STILL PP FLD, after 2+ years, it is no different than it was back then...the dynamics have changed some, but the reality is...that is still the case...