R5D4, on 22 June 2016 - 03:57 PM, said:
Having played a few rounds in Jenner IIC-A I can say that the re-scale has effectively changed the 'feel' of the Mech' from that of a Light to a Medium. This is not a good thing from my point of view.
Look, I get the whole Volumetric approach to the scaling and how it adds up in the maths (more or less) and it probably makes sense in that respect. In respect to the gameplay and achieving that different 'feel' between the classes I'd say it's had the unintentional side-effect of making the Jenner's (IS and Clan) far too similar to Low end Medium Mech's
Speed, Agility, Size are what make Lights feel distinct but now with two of those things missing it just feels like a really bad Medium and yes I already know that only the Oxide got de-quirked but let's be honest here - a bigger body takes longer to move, turn, twist so yeah it feels like an agility nerf when you use it.
I would say the Jenner's and Jenner IIC's need some quirks now to help compensate for this unintentional (?) nerf but I'll be honest I HATE the quirk system in it's current incarnation so I don't exactly want to recommend using them even in this situation but if the choices are quirk it or leave it I'd say quirk it.
Just don't go so far as to Quark it
Its a 35 ton mech, 5 tons down from the initial mediums, YES IT WILL feel like you're playing more of a medium though on the lower end of that.
Honestly this would never have been an issue had the 'quirkening' not gave so many stupid quirks to mechs that the game turned nearly into a twitch shooter.
Not to mention it highlights other issues, to take a quote from something I said before and also pointing out that lights were meant to be fast, lightly armed, and lesser armored, but not to the point where lights were either useless or had to have insane hardpoints and damage numbers to compare. The armor inflation is skewed poorly imo:
Quote
If you really want to get down to it, the durability issue of lighter mechs compared to heavier mechs is the inflated internals and armor values, not their size.
A Spider has 8 points CT armor front and 4 rear in with 20 points total at maximum if you go off BT values. Inflated to 16/8 respectively stock, this is further increased to a maximum of 40 point split between the two for MWO.
Now take an Atlas with 47/14 and a total max of 62 as BTech values, upped to 94/28 stock with a max of 124 points in MWO.
They both 'double' their armor yet the spider gains 20 points while the Atlas gains 62. In perspective an AC 2 would take 4 shots to pop stock armor on the CT of a spider and 24 on the Atlas. This is translated to 8 shots on the Spider but then a whopping 48 shots on the Atlas.
The inflation of these cause a MASSIVE rift in the durability between them and is the real reason we have the issue. The alternative would be to 'add armor' at a set rate on EVERY mech and not MULTIPLY it.
Or at the very least skew the gap between the weights closer (amount TBD based on play testing) to keep the durability gap from being so large and the need of lighter mechs to load insane amounts of weapons with inflated hardpoints.