Skill Tree Agility Nerfs Probably Go Too Far
#1
Posted 25 November 2015 - 10:39 AM
I understand that PGI intends to give back agility benefits selectively to certain mechs via quirks, and I think that does make some sense. For the mechs that don't get those quirks, however, life is going to be less fun as pebbles, tree roots, moderate gradients, and other bits of map geometry that impede movement become a bigger problem.
I think the agility nerfs will probably also reduce TTK, since they will reduce players' ability to mitigate incoming damage by torso twisting, retreating to cover, etc. While I'm not personally convinced that TTK is especially low at the moment, many other players apparently consider it a real problem.
What do you think? How much does the game need agility nerfs, if at all?
#2
Posted 25 November 2015 - 11:05 AM
And yeah "number one way to increase fun is to increase TTK" and less agile mechs die faster so....
#3
Posted 25 November 2015 - 11:15 AM
JernauM, on 25 November 2015 - 10:39 AM, said:
I understand that PGI intends to give back agility benefits selectively to certain mechs via quirks, and I think that does make some sense. For the mechs that don't get those quirks, however, life is going to be less fun as pebbles, tree roots, moderate gradients, and other bits of map geometry that impede movement become a bigger problem.
I think the agility nerfs will probably also reduce TTK, since they will reduce players' ability to mitigate incoming damage by torso twisting, retreating to cover, etc. While I'm not personally convinced that TTK is especially low at the moment, many other players apparently consider it a real problem.
What do you think? How much does the game need agility nerfs, if at all?
The main complaint was people saying mech movement wasn't "realistic" enough (Sci-fi game.. anyone?).
They're big lumbering robots, not highly-advanced and mobile war machines.
In my opinion this wasn't needed at all, like you said, almost everyone constantly claims TTK is too low and then they're in favor of nerfs that would lower TTK even more. I really don't get this community sometimes..
And yes, the other issue is getting stuck, something else they must've forgotten when asking for lower agility/speed.
#4
Posted 25 November 2015 - 02:23 PM
Valkran, on 25 November 2015 - 11:15 AM, said:
The main complaint was people saying mech movement wasn't "realistic" enough (Sci-fi game.. anyone?).
They're big lumbering robots, not highly-advanced and mobile war machines.
In my opinion this wasn't needed at all, like you said, almost everyone constantly claims TTK is too low and then they're in favor of nerfs that would lower TTK even more. I really don't get this community sometimes..
And yes, the other issue is getting stuck, something else they must've forgotten when asking for lower agility/speed.
i think the issue is, that if mechs feel non-heavy, you could just play some random gundam game instead. (and a higher tech-level machine wouldnt be much more agile anyways)
#5
Posted 25 November 2015 - 03:02 PM
Valkran, on 25 November 2015 - 11:15 AM, said:
The main complaint was people saying mech movement wasn't "realistic" enough (Sci-fi game.. anyone?).
Yet we have weapons quirks for some mechs that give huge range differences to certain mechs with the exact SAME weapons mounted.............
#6
Posted 25 November 2015 - 07:28 PM
#7
Posted 25 November 2015 - 07:58 PM
#8
Posted 25 November 2015 - 09:16 PM
#9
Posted 25 November 2015 - 11:53 PM
The only complaint I have about current mech agility is how agility is scaled by top speed rather than weight or chassis. My 85T Battlemaster shouldn't have the same turning rate, accel/decel, etc. as my 50T Hunchback with the same top speed. I guess I could also go for a general turning speed decrease, if we absolutely have to nerf something.
Otherwise, agility is one of the few things I really like about MWO compared to previous MW titles. Slow enough to feel like I'm in a giant machine, responsive enough to feel like skillful piloting actually matters.
If PGI really feels like a blanket efficiency nerf is the way to go, I think simply removing the 2x elite bonus would be a better way to start. As-is on PTS4, it takes a lot longer for a new player to get any real benefit from their XP.
#10
Posted 26 November 2015 - 02:51 AM
That means changing way too many values though and PGI will never do it, so id be fine with them raising the skill values a bit (say twice what they are now, or a 50% nerf instead of a 75% nerf)
#11
Posted 27 November 2015 - 03:01 AM
no good.
#12
Posted 27 November 2015 - 07:34 AM
W A R K H A N, on 25 November 2015 - 09:16 PM, said:
This. Especially considering they are about to release this to draw in players who are used to some sort of progression tree. Some lowering was needed. But, 2.5% increases is just too little.
I also suggest just settling on what to do with Pinpoint now. They will get railed by new players questioning why nothing was done for 2+ years. Many suggestions were made. I like the idea of just doing 5% range boost.
#13
Posted 27 November 2015 - 07:44 PM
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