Jump to content

First Impression Of The Pts


6 replies to this topic

#1 Anatidaephobia

    Member

  • PipPipPip
  • The Hungry
  • The Hungry
  • 57 posts

Posted 02 March 2017 - 07:13 AM

My first impression after about an hour of testing stuff :
  • Mechs feel like they're on ice [Assault have this less], my locust and viper have a stopping-range of about 20-30 meters, enough to fly off a cliff, and the "hard brake" doesn't seem to do anything. This is terrible.
  • Freshly bought mechs, such as the Summoner [I bought two of the same ones to compare before and after speccing] feel waaaaayyyy too clunky and slow to twist until you spend some points.
  • Weapon tree is too weirdly filled, UAC Jam chance is lackluster for the amount of points that need to be invested. LBX is in the middle of nowhere; you don't NEED additional range and stuff for an LBX yet you're forced to take it. Gauss charge is pretty much pointless.
  • Cbill Price is STILL feels too high.
  • Cool Run and Heat Containment feel weirdly placed in the Operations tree.
  • Mechs like the Summoner come out worse than before, especially when it comes to odd or new builds. The Live Summoner quirk of UAC Jam chance is 30%, the maximum I can get on the PTS is 25% and you can't exactly say the Summoner is a top-tier UAC mech, can we? It doesn't HAVE to be, but don't make it weaker than it already was.
  • Mechs which use a combination of weapons [LBX-SRM-SPL, ...] have to invest a LOT of points in the weapons tree to deal with the increased armour of the opponents, leaving little to be spend elsewhere.
  • Skill tab is annoying to find, make it more accessible or noticeable.
  • Consumables became pretty damn expensive.
  • I don't think the "nerf" of ECM is a good thing, mechs which "require" ECM already have more pressing issues to perk into; especially because both ECM perks are on opposite sides, same for Radar Deprivation. Lights already require the moblity tree more than other classes, and the choice between mobility and more armour is not one which is easy, nor is it healthy to make. Plus, if the Assaults invest into structure and armour, you better invest in weapons if you're thinking of trying to take one down- But you need the mobility to even get in the backline, and you need radar dep. to survive, ECM is always helpful for this too. Now you spend too much points in the survivability aspect which a heavy or assault doesn't need.

Edit :
  • A fully mobility tree invested TimberWolf, turns slower than a direwolf on the current PTS. Something HAS to be wrong here.
Perhaps consider a different amount of perk points being available per class? Just an idea I'm throwing out there.
Got some stuff to do now, I'll edit the topic further once I've had some more time to mess around.

Edited by Anatidaephobia, 02 March 2017 - 10:46 AM.


#2 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 02 March 2017 - 08:05 AM

Here are my initial impressions.

- Initial and respec cost are now tolerable.

- The trees are bloated, often times requiring unrelated nodes to get to the thing I want. Arm pitch/yaw if I want speed tweak, vectoring if I just want lift, fall damage in general, and stuff like UAC jam reduction being at the bottom of the weapons tree. Honestly, the first iteration was better in this regard.

- Engine Decoupling: 'mechs on ice. You went the wrong way with this. As a starting point make every mech's movement characteristics behave as if it had the biggest engine it can equip. From there, a few exceptions will need to be adjusted (Kodiak behaving like it has a 375 as opposed to a 400 for example). This should result in little to no change for Clan mechs and a boost for IS mechs.

- I like the changes to the auxiliary tree. Pretty easy to get to the stuff I want, and avoid the stuff I don't want. Only the Narc nodes are out of place.

Edited by Rouken Vordermark, 02 March 2017 - 08:06 AM.


#3 soapyfrog

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 409 posts

Posted 02 March 2017 - 08:42 AM

View PostRouken Vordermark, on 02 March 2017 - 08:05 AM, said:

- Initial and respec cost are now tolerable.

********. On the PTS you have infinite money, thats the only way the costs can be tolerable.

#4 Malcolm Vordermark

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,520 posts

Posted 02 March 2017 - 08:52 AM

View Postsoapyfrog, on 02 March 2017 - 08:42 AM, said:

********. On the PTS you have infinite money, thats the only way the costs can be tolerable.


No, I was considering what it would be like on live, and found it tolerable. Your threshold for such things may be different.

#5 MookieDog

    Member

  • PipPipPip
  • Gunjin
  • Gunjin
  • 93 posts
  • LocationDC

Posted 02 March 2017 - 08:53 AM

View Postsoapyfrog, on 02 March 2017 - 08:42 AM, said:

********. On the PTS you have infinite money, thats the only way the costs can be tolerable.


Oh wow... really? Maybe if you just started playing.. So if I have 100 mill saved up in advance is that a bad thing?

#6 soapyfrog

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 409 posts

Posted 02 March 2017 - 09:04 AM

View PostRouken Vordermark, on 02 March 2017 - 08:52 AM, said:


No, I was considering what it would be like on live, and found it tolerable. Your threshold for such things may be different.

Yes, because the costs would bankrupt me. And I am not alone in that.

View PostMookieDog, on 02 March 2017 - 08:53 AM, said:

Oh wow... really? Maybe if you just started playing.. So if I have 100 mill saved up in advance is that a bad thing?

I would be going into this change with 450 million c-bills. Even after the module refund (which is substantial), I would be faced with a 700 million c-bill shortfall to pay for all my mechs skill trees. At my average income per match that to over 500 days of playing 8 matches a day without spending any consumables or spending c-bills on anything else just to pay for what I already have.

Now keep in mind this skill tree was billed as "expansion content" that "increases the level cap", and I think we can all plainly see it does not do that. In many cases you cannot even get back to the capabilities your mech previously had due to quirk nerfing.

To be perfectly honest, this game does not need the "level cap raised". It does not need some kind of skill tree power creep to keep everyone on the endless treadmill. The game play is fine. If anything it needs stuff removed... take away modules for good, fix the one or two problems with the existing skill tree, and done. It needs new content, not this waste of time and energy.

Energy Draw was better than this crud. I would literally have been happier with energy draw.

#7 Bradigus

    Member

  • PipPipPipPipPip
  • 189 posts

Posted 02 March 2017 - 11:36 AM

I have to agree with the initial impression of the 'mechs on ice show.

On 'mechs that are already slow as molasses this isn't as noticeable, but then again the lack of mobility even when you have fully maxed out the accel/ decel bonuses from the skill tree you are more of a glacier than a figure skater. The assaults new "walk into the open and die" situation is its own problem entirely.

On 'mechs that move fast, the acceleration and deceleration is completely counterproductive, as you are now more encouraged to keep moving forward and hoping you can take a wide enough turn somewhere to avoid dying on the first strafing run.

The overall maneuverability of faster 'mechs seems completely gone. On edge cases of a low fixed engine cap, like the Dire Wolf and the Night Gyr, the quirks make them feel slightly more mobile than on live.

Class 1 Jump Jets, even with a maxed out jump jet skill tree, are still a painful waste of space.

Edited by Bradigus, 02 March 2017 - 11:37 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users