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The Urgency Of Twisting Angles, Yaw, Pitch, All The Torso And Arm Movement.


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#1 Thorqemada

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Posted 14 September 2015 - 10:18 PM

Sean is pretty excited about the differences they will achieve giving Mechs different Torso and Arm Movement Speeds and Angles.

Imho this play almost no big diversifying role in Mechcombat and will not be the next "Big Thing".

Mechmovement is simply a binary matter of being good enough or not good enough.

There is a window of usability regarding all this movement and if the Mech sits inside this window it works regardless if it has higher or lower valuves - if you put it Mech outside this window it stops working and will not be used.

This simply means that all the hype around Torso and Arm Movement Quirks is blown up and wont make the "Big Gamechanger"!

I am sorry to predict so...

Edited by Thorqemada, 14 September 2015 - 10:19 PM.


#2 Kdogg788

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Posted 15 September 2015 - 04:35 AM

Simply put and true. If quirks effectively eliminate a variant from contention it won't be used. If quirks effectively nerf a variant in relation to the others of its same chassis, it will not be used either.

-k

#3 Livewyr

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Posted 15 September 2015 - 09:08 AM

Not to mention, any CT Agility/Movement Nerfs on Center Torso Omni pods (for clan) will just make the selection of chassis for you...

#4 Queen of England

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Posted 15 September 2015 - 10:04 AM

Having substantially different handling between mechs of the same chassis also destroys chassis feel. It would be impossible to say you like "hunchbacks", for example, if one has -50% acceleration and one has +60%. They're basically completely different mechs at that point that just look very similar.

#5 Nothing Whatsoever

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Posted 15 September 2015 - 12:55 PM

No.

The thing is take a 50 tonner with a 200 Rated Engine compared to 250 or 275. You can use smurfy's site to see the various values.

Not only does the 200 Rating lose on straight line speed (which is fine), but twist, turn, torso and arm speeds are also slower. So the 4G taking its stock engine to fit an AC/20 in the torso, for example, will always be at a disadvantage compared to an up engined 50 tonner or the Nova currently when simply looking at mobility/agility. And Mech Tree Efficiencies then further muck everything up.

So there is plenty of sense in improving some of these values for specific cases.

The problem is that % changes can be very misleading.

A 300% boost on a small value can simply be a difference of two seconds to six seconds.

So the devs simply need to fix the in-game UI, in terms of what information is being displayed to the player.

#6 Lily from animove

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Posted 15 September 2015 - 01:09 PM

View PostThorqemada, on 14 September 2015 - 10:18 PM, said:

Sean is pretty excited about the differences they will achieve giving Mechs different Torso and Arm Movement Speeds and Angles.

Imho this play almost no big diversifying role in Mechcombat and will not be the next "Big Thing".

Mechmovement is simply a binary matter of being good enough or not good enough.

There is a window of usability regarding all this movement and if the Mech sits inside this window it works regardless if it has higher or lower valuves - if you put it Mech outside this window it stops working and will not be used.

This simply means that all the hype around Torso and Arm Movement Quirks is blown up and wont make the "Big Gamechanger"!

I am sorry to predict so...



this, + the valeus differ from chassis to chassis.

when a NVA twisst like 500% mroe, it hardly matters when you know where the CT is you WILL hit it. And the SCR wit soem serious twistnerfs twists quite slow, yet it has such slim hitboxes that those slaow twisting is still enough to make someone not stay on a single location.

Further many mechs get screwed falsely

take the ADR, use the ST's with 1E's get massive twistdebuffs. But actually a 4CERML build is nothing awesome, but needs the twist in the battle. However the "PPCs stuffed in there, thats some serious hill poker, but the poker hardly cares about twisting.

generally saying, higher mounted hardpoints means less twistabilities was nto a good choice, because I can put two different weapons in there for entirely different roles, which are totally differently affected by the twist penalty.





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