Requiemking, on 19 October 2016 - 01:19 PM, said:
Touching on the things you disagreed with, but for future reference it's easier to respond to quotes with copy/paste of the quote format lines and breaking the quote up, rather than typing in it with boldface. It just makes responding easier, especially since the stuff you're putting within the previous quote doesn't re-quote.
First, I'm not talking about remodeling hardpoint locations, I'm talking hardpoint amounts. Examples: Give the LCT-1V 6B and 1E, the LCT-3V 4B and 2E. Give the SDR-5V an extra 1E in each side torso and the 5D one extra energy hardpoint in the CT. The list goes on, but especially the much older light chassis are really lacking in the hardpoint department vs. more contemporary counterparts.
Sad to say it, but the pre-Firestarter era lights are the ones needing the most help. . . . My beloved Firestarter is considered mediocre in TT, at best, but came into MWO with an average of 8 hardpoints with almost no inflation on any variant. In fact I think only the K received hardpoint inflation.
Secondly, SRM ammo just needs the buff, period. Yes, the mechs helped the most are the light ammo dependant ones, but really SRM's damage -mostly- gets spread out enough that they could use the help in general. Russ has mentioned several times in history that "Ammo quirks are coming" but it hasn't happened . . . so I'm going to presume it's not.
Jump Jets in general still need to be buffed. Yes, it helps other mechs, but the pitiful hoverjets that we have now do NOT afford the agility that mechs should have with them. If they were worthwhile, then people would put more than one on a mech just for quick-turns. JJ Shake and Fall Damage really do quite enough by themselves to inhibit pop-tarting.
Virlutris, on 19 October 2016 - 01:27 PM, said:
You got my attention with the speed note.
Do you happen to remember who from PGI mentioned this note regarding the speed limit, and where?
I've been intermittently broken-recording that we can fit the Firemoth in under the old speed cap withtwith the new speed tweak, no MASC, and a slight top speed adjustment. If PGI's clearly stated that the old limit doesn't apply, and we can quote them clearly, then it's time to break out the torches and pitchforks, and put the "too fast, breaks the game" dismissal of the Firemoth out of its misery.
Please point me in the right direction--as best you can--for that quote/reference/inference/mad-scrawling-on-hospital-room-walls.
I've been considering a Firemoth Manifesto anyway. This would give me another talking point.
Ok, it's been a LONG time, but I've done some digging to try to find where it was mentioned in a townhall about hit registration fixes. This was the best I could muster before I got a headache trying to dig through crap. I can't find the exact quote where Russ stated in a townhall that hit detection really starts to break after 200kph. However, here's what I did find:
- October 2013: MWO patched to new max speed of 170kph due to massive hit registration fixes.
- Sep 2014: MASC considered no-go because mechs will go too fast and break hit registration.
- Dec 2014 - Early 2015: Major hit registration fixes go out.
- April 16, 2015 town hall: MASC engineering is done and it could take mechs (namely mentions the Arctic Cheetah, but realizes he misspoke and that mech can't have MASC) beyond the current 170kph cap. They "MAY" have problems with Flea/Locust speed mechs, so they'll avoid them for now. In the same town hall it's stated that Neema would be working on even more HSR and hit registration fixes in the future.
- June/July 2015: June Townhall announces Neema making MAJOR HSR improvements that revolutionize hit registration and lift a lot of limits. Mech BONE rewinding in HSR creates a huge change that will make a huge difference.
I believe the quote comes in a town hall after this fact. However, next thing I could find without listening to hours and hours of town halls was that Jan/Feb 2016 MASC was getting buffed to further increase speed and agility and it wasn't a major concern on the hit registration side.
Requiemking, on 19 October 2016 - 01:34 PM, said:
Except, not all Light mechs are scouts. Look at the Adder, Urbanmech, Kit Fox, and Panther. They are literally designed to be fire support mechs. (Except for the Urbie. That mech is just an AC on legs.)
Amen, and they can be made to actually compete with the defacto "best" light out there through appropriate quirking of mechs.
EMPHASIS NOTE: APPROPRIATE QUIRKING. For example:
One of the primary factors is that, in MWO, base mech armor means next to nothing. Pretty much the first thing anyone does is max out the chassis armor, and only shaves a tiny bit off here or there (especially for lights) to get a rounded tonnage. Let alone the fact that no chassis have any real differentiation in their upper limits; and we have next to no defensive choices for mechs. This becomes exacerbated in lights.
Take the Urbanmech for example. In TT the UM-R60 comes with near max armor (6 tons) for a 30 ton mech. That's actually as much, if not more, armor than many 40 and 45 ton mechs (In fact that Shadow SHD-2D and 2D2 come with a whopping 4.5 and 6.5 tons of armor respectively, at a 55 ton chassis). However, to make the Urbanmech competitive it should have enough armor quirking to make it as rugged as a 40-45 tonner. Then suddenly it's still quite formidable with that kind of protection . . . even with a lower engine cap and dependence on fewer heavy weapons.
The Wolfhound is another fine example. It's not meant to be agile. In TT
the Wolfhound is a front line combat mech. Scrap the agility quirks and give it the durability/weapon quirks that make it the front line mech it's meant to be. Even as variants evolve it focuses on improving Firepower without giving up the maxed armor and durability that the chassis carries.
On the other hand, compare the Locust vs. almost any other mech in TT. Its variants evolve for one purpose . . . maneuverability. It should be one of the only mechs in the game that can start and stop on a dime, and cut precision turns at top speed. Nothing should hold a candle to it in that department . . . unless we get the Fireball (seriously, a 400kph "hero" variant exists exclusively for "underground mech racing").