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Anybody Else Hate These Mobility Changes?


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#81 lol lol lol lol lol lol lol lol

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Posted 01 December 2015 - 01:24 PM

I can't really say that the changes have impacted my ability to not play this game.

It does amuse me, however, to see that cheerleading is still in full derp force on the forums.

Just go with the meta flow... or not and whine on the forums.

#82 pwnface

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Posted 01 December 2015 - 01:29 PM

View Poststoogah, on 01 December 2015 - 01:19 PM, said:

I'm all for nerfing speed. Game is too fast for a MW game. Not that I have a problem with fast gameplay but in this case I say slower gameplay will make it more mechwarriorish. Once upon a time we had heavies moving at 64 kph.... now we have assaults @ almost 90 kph. Nerf speed, nerf max engine cap, nerf mech agility. Also get rid of cool run and heat contaminent skills.


What assault mech moves 90 kph and is still effective at fighting?

Assault mechs that are built for speed give up quite a bit to attain that speed.

Edited by pwnface, 01 December 2015 - 01:42 PM.


#83 DONTOR

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Posted 01 December 2015 - 01:52 PM

View PostcSand, on 01 December 2015 - 10:04 AM, said:


Whoa the kitty has claws!!!!!
Posted Image



I honestly don't care about the mobility nerf... so, losing what, 2.5% speed bonus? If your mech goes 80 before speed tweak, it would go 88 after it. Now, it will go 86.


Ok let's take then the example of a light mech, that goes 125 before tweak. As of now, you go 137.5 kph. Later today, you will go ~ 134 kph.

Ok let's take a very fast theory mech, 160 kph before tweak. 176 tweaked (now.) With nerf... 172.
Oh man, the fastest mech in the game lost 4km/h.

I dunno about you guys, but at most a 4 kph loss.... is hardly worth even commenting about. let alone a thread

what mech went 176 KPH? TELL ME NOW! MUST PILOT!

#84 Sandpit

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Posted 01 December 2015 - 01:58 PM

View PostDarthRevis, on 01 December 2015 - 12:53 PM, said:



Saying PLEASE in front a sentence hardly constitutes TELLING THEM TO DO SOMETHING...

I asked, yes.

just because you use "please" to be "polite" about it doesn't change the meaning lol

View PostWarHippy, on 01 December 2015 - 12:49 PM, said:

That is completely fair. I tried the changes on the test server, and for me I really did not like the feel anymore on the mechs that didn't get the mobility quirks. Atlas gets 35-45% bonus to acceleration and deceleration and 25% bonus to turn speed on all versions(feels fine), but smaller mechs like the Zeus and Mauler get more or less nothing(not feeling so fine anymore). One Zeus gets a 10% bonus to turn and acc/dec speed, and the Maulers get 5% turning? Just silly if you ask me.

I don't know who they determined what mech gets what as far as buffs and nerfs (I imagine it's data collected from us playing) so I can't comment on why or how "good" their decision is in that regard. Int he past it has always seemed that quirks center around a mech's stock loadout. If you take a mech and it's stock loadout you'll get all of your quirk bonuses in most cases, increasing their viability.

#85 Madcap72

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Posted 01 December 2015 - 02:04 PM

View Postpwnface, on 01 December 2015 - 01:29 PM, said:


What assault mech moves 90 kph and is still effective at fighting?

Assault mechs that are built for speed give up quite a bit to attain that speed.

2x LPL 1 Gauss XL Zeus. He did say almost 90, not above 90.

Edited by Madcap72, 01 December 2015 - 02:04 PM.


#86 Durant Carlyle

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Posted 01 December 2015 - 02:07 PM

I am a big fan of the nerfs to the Skill Trees.

I am not a fan at all of transferring those lost Skill Tree bonuses to the 'Mechs themselves.

The only 'Mechs that should anywhere near the bonuses we have now are lights. Mediums and larger should have progressively lower bonuses.

Lights = maximum 30% mobility bonuses
Mediums = maximum 20% mobility bonuses
Heavies = maximum 15% mobility bonuses
Assaults = maximum 10% mobility bonuses

All mobility bonuses should be affected -- arm movement, torso movement, 'Mech turn rate, and acceleration/deceleration. And the maximum bonuses should only be on one trait -- for example, a light chassis could have 30% turn rate, but the rest would be 15% or less.

#87 MercilessTRADER

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Posted 01 December 2015 - 02:17 PM

Between the quirk and the voting, I haven't played in a long ass time. Hope that by Spring they have the whole rebalancing of the rebalancing of the rebalancing... Finished.. Maybe with the changing of the seasons, I can enjoy some MWO games once again..

#88 pwnface

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Posted 01 December 2015 - 02:18 PM

View PostMadcap72, on 01 December 2015 - 02:04 PM, said:

2x LPL 1 Gauss XL Zeus. He did say almost 90, not above 90.


I guess 85 qualifies as almost 90?

Just because you CAN do it, doesn't mean you should.

I'd argue that 3xLPL + 1 Gauss is a MUCH more effective Zeus build. You give up an additional 11 damage per alpha for 10kph in speed.

#89 Mystere

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Posted 01 December 2015 - 02:28 PM

View PostAppogee, on 01 December 2015 - 12:43 PM, said:

PGI nerfed the skill tree because they are trying to protect the Steam(ed) Potatoes from veterans.


As if that would protect them from my blood lust.

#90 Revis Volek

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Posted 01 December 2015 - 02:28 PM

View Postpwnface, on 01 December 2015 - 02:18 PM, said:


I guess 85 qualifies as almost 90?

Just because you CAN do it, doesn't mean you should.

I'd argue that 3xLPL + 1 Gauss is a MUCH more effective Zeus build. You give up an additional 11 damage per alpha for 10kph in speed.



Which is kinda pointless IMO...

10 Kph on something this big going 85 is not a huge issue for me. 10 Kph on a light approaching the speed of lag shield is though.

i still dont know any fatties in this game that go 90....and can carry firepower worth their weight.

#91 pwnface

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Posted 01 December 2015 - 02:35 PM

View PostDarthRevis, on 01 December 2015 - 02:28 PM, said:



Which is kinda pointless IMO...

10 Kph on something this big going 85 is not a huge issue for me. 10 Kph on a light approaching the speed of lag shield is though.

i still dont know any fatties in this game that go 90....and can carry firepower worth their weight.



I think a BLR-1G with 3xLPL + 4xML is the "fast" assault that is most worthwhile right now and it moves 80kph. Anything going faster really just gimps itself on firepower.

#92 MechaBattler

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Posted 01 December 2015 - 04:44 PM

View PostDarthRevis, on 01 December 2015 - 09:56 AM, said:

I have a feeling it will be worse and well will see a much worse TTK..because you simple cant move your large ass out of the way.


We will see i guess, but i really dont think this is going to make me have more fun here, makes games better, longer or even increase TTk. The contrary really, now im just gonna be a slower easier to hit target and have less fun every time i see a rock, pebble, broken mech shards.

Mobility already kinda sucked in this game for anyone over 50 tons...now its even worse.


Bye Bye assault mechs, i hardly knew ye and now we must part.

Sounds like fun....I guess im gonna be playing TERA tonight again...


None of these changes sounds like any fun to me, which makes me sad.




Commando is old news and PGI already made all the money of it they can...

All this systems does is Sell PGI mechs, and we eat it up. We will all jump to newest and hottest meta (even if we have to pay for it with RL money) and PGI just loves it! This is why the GI is being nerfed back down to level where he wont get played over the next super quirks mechs.

This is how PGI makes money off all these mechs in game...call me a tin foil hater or whatever but its pretty evident. PGI has never denied it either.

Either way, new meta, new money for PGI.


Have fun learning the game all over again you news guys!


Right. Evil greedy boogeymen they are.

#93 Sandpit

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Posted 01 December 2015 - 04:48 PM

View PostMechaBattler, on 01 December 2015 - 04:44 PM, said:


Right. Evil greedy boogeymen they are.

he forgot the "death of MWO" tagline lol

#94 pwnface

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Posted 01 December 2015 - 04:51 PM

I don't think the changes are THAT bad to be "death of MWO" level, but I definitely think they are a step backwards.

I mean c'mon, does the Dire WHALE really need to be less agile?

Edited by pwnface, 01 December 2015 - 04:51 PM.


#95 Sandpit

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Posted 01 December 2015 - 04:58 PM

View Postpwnface, on 01 December 2015 - 04:51 PM, said:

I don't think the changes are THAT bad to be "death of MWO" level, but I definitely think they are a step backwards.

I mean c'mon, does the Dire WHALE really need to be less agile?

Most of the big mechs needed to be less agile in turning radius and such. They're supposed to be. That's one of the sacrifices for being big. I can't speak to the DW personally because I haven't piloted one. I can speak for IS assaults though as I've piloted many of those (all of them I think)

#96 Saint Scarlett Johan

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Posted 01 December 2015 - 05:16 PM

View PostMischiefSC, on 01 December 2015 - 10:44 AM, said:

The concept of reduced mobility I like, across the board. However every mech in the game needs a buff to hill climbing. The trouble climbing hills and getting stuck on pebbles is beyond absurd.

The issue is quirks as a 'balancing mechanic'. We've had quirks for a while. What they have proven beyond all doubt is they are not a 'balancing mechanic'. They are a means of drastically limiting the number of viable mechs. They should be minimal and related to structure/durability and some mobility stuff, though that only given to mechs with flat out inferior hitboxes and hardpoint placement. Otherwise balancing needs done via the weapons and mechanics themselves and, ideally, a better overall set of combat mechanics. We looked at the concept (though perhaps not the best method) in PTS2/3, then gave up and went back to what we knew failed.

So this is what we get. This is what we wanted and what the chosen intelligentsia cheered for. Congrats. Here you go. This is MW:O, as good as it's really ever going to get because anything better than this would, inherently, involve changing the actual gameplay and for some that's just not an option.

Have fun.


Imagine if Hand Actuators gave a percent boost to hill climbing? Each hand actuator gives a +5% increased hill climb? Could be interesting.

#97 LordKnightFandragon

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Posted 01 December 2015 - 05:18 PM

View PostRagingdemon, on 01 December 2015 - 09:41 AM, said:

I think the global mobility nerfs where a step in the right direction to lessen the twitch shooter feel for heavy and assaults, but still needs some tweaking. Additionally, the way mechs traverse terrain needs to be revisited again simply because there is no reason a bipedal mech cant step over a small rock on a low incline hill.


Mechs in this game walk like an infant trying to waddle for the first time....

is not like an Adult walking, or even a chicken walking.....its like little hobbles, so it makes sense they cant step up on a curb, much less scale a small rock...

Edited by LordKnightFandragon, 01 December 2015 - 05:19 PM.


#98 RunWithRandoms

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Posted 01 December 2015 - 05:21 PM

I got to the point where someone said more time for strategy and I almost imploded.

I will re-read when the giggles stop and I can focus again.

#99 stoogah

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Posted 01 December 2015 - 05:58 PM

View PostDarthRevis, on 01 December 2015 - 02:28 PM, said:



Which is kinda pointless IMO...

10 Kph on something this big going 85 is not a huge issue for me. 10 Kph on a light approaching the speed of lag shield is though.

i still dont know any fatties in this game that go 90....and can carry firepower worth their weight.



Of course it's one thing or the other, speed or firepower... unless it's a gargoyle wihich runs 89.1 (iirc) with not that bad weapons (6 slas, 2llas. 2srm6s - over 70 alpha with ~20 dhs) It's not a whale-like firepower but it can be nasty enough. BUT. Mech feels like medium not assault class. Also plenty of IS assaults with speeds ~80. For me they don't feel right not only because of speed but the agility the bigger engines are giving them. More speed = more twitch gameplay favorizing stupid 10000x mpl builds (why players are not mixing their loadouts? because there is no point when 1 type of weapon is much more effective in cqc and getting to effective range of mlas is not a problem). More speed = basically smaller maps, less tactics (conquest is just kill first and cap later or never). Maps should be 2x bigger for the speeds we currently can achive. More maps like alpine where med/medpulse monsters can be kept at bay long enough. Few years ago old forest colony felt bigger than whatever we have now.
Speed and agility is only thing that keeps me from playing ligh mechs. Thed don't feel like mechs at all, it's just another run'n'gun fps piloting them.

We are not getting bigger maps but speed/agility nerg is the 2nd best thing.

View Postpwnface, on 01 December 2015 - 04:51 PM, said:

I don't think the changes are THAT bad to be "death of MWO" level, but I definitely think they are a step backwards.

I mean c'mon, does the Dire WHALE really need to be less agile?


It's % nerf so the least agile mechs aren't nerfed as much as more agile ones.

#100 pwnface

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Posted 01 December 2015 - 06:11 PM

View Poststoogah, on 01 December 2015 - 05:58 PM, said:


It's % nerf so the least agile mechs aren't nerfed as much as more agile ones.


Are you saying agility nerfs affect lights more than assaults in actual gameplay?





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