El Bandito, on 27 August 2016 - 05:12 PM, said:
If I want highly responsive mechs, I'd play Hawken or something. MWO also made the mechs way too agile by giving max engine inflation and coupling engine size with turn rate. If PGI reverts all the engine inflation (for example, Atlas is capped at 300), with the exception of the Urbie, and then decouples twist speed from engine size, then gameflow might start to feel like as they should. Dire Whale will not be the only slowest mech any longer.
There's an assumption here that one
knows how agile a BattleMech is or should be... When
nobody does--not even the creators of BattleTech can give a definite answer on this. Everything is relative, and yet still completely subjective. It's entirely possible BattleTech Mechs are
more agile than the ones in Hawken, which would put your preconceived notions in an awkward place while completely invalidating your opinion... Or vice versa! That's just not kosher though, is it... Because we cant work with indefinites.
And Lights would get absolutely slaughtered. Even objects moving at
relatively (150kph vs. 60kph) high speed can get blown to bits when they lack the maneuvering capability to alter their trajectories in such a way as to confuse or misdirect their opponents since they're stuck on an easily anticipated route. The slower and less agile you make Lights, the further removed they become from combat effectiveness, disproportionate in effect to say, an Assault, as Lights are far more reliant on speed and agility for survival... Further perpetuating the detrimental "bigger is better" ideology.
Even in BattleTech TT Lights are capable of making hairpin turns provided they successfully roll on pilot skill, so the entire premise that "Lights should fall over on X terrain and X speed" is based entirely on the assumption that every player
fails a successful piloting roll rather than simply assuming every pilot in MWO is inherently so good they automatically beat said roll.
... Meh.
Edited by DrxAbstract, 28 August 2016 - 02:24 AM.