Are Victors Finally Not Going To Suck Again?
#1
Posted 14 November 2015 - 07:31 AM
The poster boys of the repercussions of what happened thanks to Poptart idiocy meeting the Nerfinator. A lot of mechs were hit hard.... but these two were totally emasculated.
Eventually Russ removed the non JJ related nerfs from the VTR (which also could have been removed had they ever intelligently dealt with how to reduce the efficacy of Jump Sniping... of which multiple much less "Nuclear" options had been proposed), though the HGN was still left hanging. But between the lack of it's former jump mobility, and the rise of the Clans and 50+ pt pinpoint alphas.....the VTR has been a second or third class citizen ever since.
This has always made me sad, as I never clung to the EZMode crutch that poptarting USED to be. I loved my VTRs as a mobile brawling and skirmish platform. It used to be the 'Roid Raging Big Brother to the Centy on a Pogostick. Well. It's Pogostick still ain't worth much, but will these agility and toughness buffs allow it to compete, again?
VTR-9B
AC/20 Cooldown +5%
Ballistic Cooldown +10%
Ballistic Velocity +15%
Laser Duration -10%
Accel +50%
Decel +50%
Turn Speed +35%
Torso Yaw Speed +40%
Torso Yaw Angle +15
Add Struc L/R Leg +17
VTR-9K
Gauss Cooldown +5%
Ballistic Cooldown +5%
Energy Cooldown +10%
Laser Duration -5%
Accel +40%
Decel +40%
Turn Speed +25%
Torso Yaw Speed +40%
Torso Yaw Angle +15
Add Struc L/R Leg +17
VTR-9S
Ballistic Cooldown +5%
Ballistic Velocity +25%
Ballistic Range +25%
Missile Cooldown +10%
Missile Heat Gen -10%
Missile Velocity +10%
Accel +30%
Decel +30%
Turn Speed +40%
Torso Yaw Speed +40%
Torso Yaw Angle +15
Add Struc L/R Leg +17
VTR-DS
Gauss Cooldown +5%
Ballistic Cooldown +5%
Laser Duration -5%
Missile Cooldown +10%
Missile Velocity +10%
Accel +40%
Decel +40%
Turn Speed +25%
Torso Yaw Speed +40%
Torso Yaw Angle +15
Add Struc L/R Leg +17
(Yes, I am on record as saying mechs in general are too agile. This is in reference to current reality. With Skill Unlocks finally being beat into some semblance of sense, that is being at least partly addressed. Uncoupling Twist from engine size is still something that needs looking at. So obviously I am referring to it's relative agility compared to other mechs on the PTS)
#2
Posted 14 November 2015 - 07:33 AM
But overall thing i think it's a suprising nice change.
Edited by Sarlic, 14 November 2015 - 07:33 AM.
#3
Posted 14 November 2015 - 07:35 AM
#4
Posted 14 November 2015 - 07:35 AM
Sarlic, on 14 November 2015 - 07:33 AM, said:
But overall thing i think it's a suprising nice change.
I am fine with it not poptarting, as it was always meant for the CQB role, not some jump sniper.
If we want to see JJs unborked again (and I do) we need to focus on other avenues to reduce Poptart efficacy...but that's for a different topic.
#5
Posted 14 November 2015 - 07:47 AM
#6
Posted 14 November 2015 - 07:49 AM
Really needs a JJ buff, not crazy enough to make the T1 jump snipers happy, but something, and Armour over structure was really needed, structure is nice but a crit is still a crit, and giving them some ST armour loving for a bit more xl engine security, would have gone a long way to making up for being flat footed for over a year.
We'll see, if the yaw, and the srm buffs make up for it
#7
Posted 14 November 2015 - 07:53 AM
Also, the Dragon Slayers quirk buffs are underwhelming. If only Victors were on as broad as a barn from the front...
#8
Posted 14 November 2015 - 07:57 AM
Mister Blastman, on 14 November 2015 - 07:47 AM, said:
look to the PTS4 noted. Very significant reduction to SRM spread. Also the arm spread is really not an issue. People said the same thing back when VTRs were the meta, and I brawled fine with them. For jump sniping, perhaps. For brawling? Nope.
#9
Posted 14 November 2015 - 08:00 AM
El Bandito, on 14 November 2015 - 07:53 AM, said:
Also, the Dragon Slayers quirk buffs are underwhelming. If only Victors were on as broad as a barn from the front...
Was never an issue when you could actually TWIST with them and use one of those massive arms to intercept fire.
#10
Posted 14 November 2015 - 08:03 AM
Cathy, on 14 November 2015 - 07:49 AM, said:
Really needs a JJ buff, not crazy enough to make the T1 jump snipers happy, but something, and Armour over structure was really needed, structure is nice but a crit is still a crit, and giving them some ST armour loving for a bit more xl engine security, would have gone a long way to making up for being flat footed for over a year.
We'll see, if the yaw, and the srm buffs make up for it
still scratching my head over the whole armor/structure thing, in general. We all know how it should work, and yet, I can still verify that on all my mechs with armor but not structure buffs, the moment that structure is hit, got a 90% chance I'm losing whatever is there. With mechs with structure buffs, I seem to seldom lose weapons, etc, until that section pops, period.
Which is not how it should work. But especially on my poster child for losing parts, the HBK-4G, is demonstrably how it has worked since the quirks were introduced.
#11
Posted 14 November 2015 - 08:18 AM
I'd also love it if they improved the SRM hardpoints on the Victor, especially the 9S. Imagine the loadout of a DDC moving at 80 that can jump. I'd be as happy as a redneck on a tobacco farm.
#12
Posted 14 November 2015 - 08:31 AM
#13
Posted 14 November 2015 - 08:32 AM
#14
Posted 14 November 2015 - 08:35 AM
Elizander, on 14 November 2015 - 08:32 AM, said:
because the Pretty Baby started life as an Awesome...which is not meant to be an agile mech. The victor is like a rally car, meant to handle... the pretty baby is like taking a pickup truck, and sticking a drag racing engine in it... it still ain't going to be nimble.
#15
Posted 14 November 2015 - 08:42 AM
Bishop Steiner, on 14 November 2015 - 07:57 AM, said:
They were always second to the HGN--even when I had them maxxed out for brawling. Their hardpoints are so far apart. If convergence were removed... however... those VTR arms would be very useful.
The SRM spread is nice but I think they're playing whack-a-mole. The hitreg issues aren't going away and their damage is still way too low. They should be bold and up damage to 3.0 per missile (non-streak) if they aren't going to put splash back in (for just SRMs).
I remember when VTRs were the "thing" and if I attempted to PUG with them the results were usually abysmal. Not only are the arms too wide but they are also too low. I found myself hitting the dirt often--moreso than a Summoner. The HGN has better clearance (sure it is heavier) but as things are right now I think you're still far better off taking a Battlemaster or even an... Awesome.
And it sucks, because I like the Victor. I own three and I want them to work. But they need more to make them worthwhile.
#16
Posted 14 November 2015 - 09:19 AM
Bishop Steiner, on 14 November 2015 - 08:35 AM, said:
They should have made that clear in the flavor text.
#17
Posted 14 November 2015 - 09:27 AM
Elizander, on 14 November 2015 - 09:19 AM, said:
They should have made that clear in the flavor text.
well, in fairness, the lore describes the pilot's ability to do nimble things in an otherwise clumsy mech... so it should be more nimble than other Awesomes, just not as much as a VTR with is built for knife fighting
#19
Posted 14 November 2015 - 09:54 AM
#20
Posted 14 November 2015 - 10:19 AM
WarHippy, on 14 November 2015 - 09:54 AM, said:
indeed, though many seem to be much lower percentages, like the Mauler gets a 5% turn (or was it twist?) where one VTR gets 40%, etc. Will definitely be testing that right away in PTS
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