Adiuvo, on 13 July 2014 - 03:36 PM, said:
I've already said what I'm about to say many many times. So I'm just going to copy over a post I made on the subject earlier.
Speed is the biggest thing here. Speed is what gives you versatility and is immensely powerful in both comp play and pug play. It cannot be overstated how important moving fast is. The TW sacrifices very little for its speed.
The point about me bringing up notability is that you're trying to drum up your playtime as if it makes you incredibly good, and that this is why 'L2P' is essentially your answer to every problem people have with the Mad Cat. This doesn't make sense because despite your playtime, you have not proven yourself to be very good. You're trying to use your 'authority' as simple proof when there's no authority to be had.
As for you crushing the old meta, and presumably us since you're asking if we're ready for it... uh, good luck? So long as you're running crap like this while saying it's just as good as a Timberwolf, I won't hold my breath.
Also just wanted to quote this again, because by god is it true. You can't dismiss people just by saying you're better than them. You explain why they're wrong. Otherwise you're just being an elitist *****.
You have never presented real numbers, and the burden of proof lies firmly at your feet sir. You claim something is out of round "because you said so" and due to this fact, you claim it should be nerfed.
Clan mechs are already nerfed...HEAVILY. Sure, they put out high DPS, however, they only have a few viable PP FLD builds, everything else is high DOT DPS. Which is a MASSIVE difference...
As for your claims of turning radius, let us have a look from Smurfy's with the in game numbers taken out shall we?
VTR - (XL360) 80 kph 51.59 Deg/s (90 deg Twist)
TW - (375) 89 kph 57.32 Deg/s (90Deg Twist -20% for S model Side Torsos)
ON1 - (375) 89 kph 57.32 Deg/s (90 Deg Twist)
SMN - (350) 89 kph 57.32 Deg/s (100 Deg Twist)
CTF - (350) 89 kph 57.32 Deg/s (90 Deg Twist)
WHK - (340) 71.2 kph 45.86 Deg/s (90 Deg Twist)
BLR - (340) 71.2 kph 45.86 Deg/s (80 Deg Twist)
DW - (300) 53.5 kph 34.39 Deg/s (60 Deg Twist)
Atlas - (300) 53.5 kph 34.39 Deg/s (80 Deg Twist)
Nova - (250) 89 kph 57.32 Deg/s (100 Deg Twist)
Cent - (250) 89 kph 57.32 Deg/s (100 Deg Twist)
SCR - (330) 106.9 kph 68.79 Deg/s (130 Deg Twist)
WVR - (330) 106.9 kph 68.79 Deg/s (125 Deg Twist)
KFX - (180) 106.9 kph 68.79 Deg/s (120 Deg Twist)
SDR - (255) 151.5 kph 97.45 Deg/s (110 Deg Twist)
ADR - (210) 106.9 kph 68.79 Deg/s (120 Deg Twist)
JR7 - (300) 152.7 kph 98.27 Deg/s (120 Deg Twist)
Notice anything? Anything glaring (besides the lights who are at a disadvantage in Turning and Speed)?
Amazingly, ALL THE IS MECHS AND CLAN MECHS HAVE THE SAME TORSO TWIST (relatively), TURNING AND SPEED WITH THE SAME SIZE ENGINE!?
WHAT? But Clan mechs are OP right?
Oh, wait, IS mechs can choose to carry more firepower over speed...clan mechs do not get that opportunity.
THAT is the balancing factor of the clans, THAT is also why the weapons are balanced considering their weight.
OMNI construction rules are the balancing factor...the TW might be in a pretty close to right place in terms of weight versus speed, however, it is absolutely NOT OP in terms of agility.
Add in the fact that the hitboxes on the TW are not great, nor are they terrible, and people are screaming bloody murder because no one has the balls to run a CTF with XL 340 with similar mobility.
Now, consider one of the most popular comp builds for the CTF...2xGauss + ERPPC, which is a total of 4T ammo + 30T Gauss + 7 Tons ERPPC + 1T JJ.
You cannot even fit 2 Gauss Rifles and ammo on the TW, much less the rest of that. That is literally 42T of weapons and equipment and still reasonably well armored to boot, and still mobile enough.
Also, if you come back with..."but the TW does 89 kph" one more time I call BS. The mech is STUCK with that engine. Whether you love it or hate it, that is what it is...and you will NEVER get the speed changed for the engine. PGI would have to change the entire coding for their engine formula for every mech. Also, consider this, if you change the speed on the TW, then EVERY OTHER MECH IN GAME will also become slower.
As for the hitboxes, they really are pretty average. The CT is just a tad smaller than the catapult, but what does that really say? You can easily core them out...if you twist well the massive ST will also get blown off easily.
The TW seems OP compared to other clan mechs because the DOT nature of the weapons makes it harder to take down. The PP FLD IS mech builds have zero trouble with them. Which is what you guys supposedly thrive in...so how is it that I am explaining something you already know?
Besides, in the 12 man pub queue you cannot take more than 3, private lobbies may allow flexibility, but you would have to sacrifice assaults that can carry A LOT more firepower to run more TWs. Even then Leagues have tonnage and Chassis limitations that prevent you from doing so if you wanted.
Now, I have set forth my argument, let me see your math...or can you not provide any real proof that the TW is OP as you claim? I am betting on the latter, as it seems to be the modus operandi of people such as yourself. Claim something you cannot prove because you want us to "trust you" or because you "think this is so..." even though the rest of us "simply cannot see it".
R Razor, on 13 July 2014 - 06:01 PM, said:
I got that, what I am saying is that the game doesn't reward that, it rewards PP FLD over all else.........and that is an almost NO EXPERIENCE REQUIRED ability that anyone that can toss PPC / AC / Gauss Rifles onto a mech has. They don't need to play 35 hours a week to gain that. Experience in this game is more a matter of rote memorization, learn the maps, memorize them, go to the best points on each map, PP FLD your way to easy money. Wash, Rinse, Repeat. With VERY few exceptions, most games on each map play out exactly the same..........Mount Doom on Terra Therma, Mount Moron on Alpine Peaks, Mixing Bowl (or ring around the rosie) on Caustic, the lower city area and crashed dropship ridgeline on Frozen City, the Garage and Tunnel on Crimson Strait, the Citadel on River City..........Experience gained through playing on them dictates where the best places to fight are, and until you gain it you fight at one of the above listed locations the majority of the time. Aside from that, I don't agree that experience means all that much in this game.
I believe they would be less viable because of the game mechanics we have been provided, see PP FLD.
I can put up stupid damage numbers in LRM boats...but they are not OP...

Edited by Gyrok, 13 July 2014 - 06:39 PM.