

Engine Mobility Removal And Assaults
#1
Posted 21 February 2017 - 11:47 PM
I can imagine that a KDK pilot with a 375 XL is going to hate his life but how many less than stellar mechs are going to end up in the garbage bin after this?
Please don't tell me just to use the mobility skill tree to make up for the loss because we don't know if the mobility nodes in the skill tree are even going to be that strong or how much investment is going to be needed. My main skill tree goal as a mostly assault pilot is Radar Dep. and Armor/Structure quirks.
I know a very vocal group of players wanted this but I think this will kill the already dead HGN, GAR, EXE, VTR and AWS. Assaults, even with the KDK 3, aren't ran as often as Heavies and often not as much as mediums.
Lights and Assaults don't need anymore nerfs in my opinion.
#2
Posted 22 February 2017 - 12:13 AM
And Lights will benefit from this change the most, cause they can now run around Heavies and Assaults easily. Dunno why you are worried about them.
Edited by El Bandito, 22 February 2017 - 12:18 AM.
#3
Posted 22 February 2017 - 01:04 AM
El Bandito, on 22 February 2017 - 12:13 AM, said:
And Lights will benefit from this change the most, cause they can now run around Heavies and Assaults easily. Dunno why you are worried about them.
Lights will benefit the most because *drumroll* most of the chassis had hardly any decel/accel or other agility quirks or they were low to begin with. They were treated like red-haired stepchildren anyway when it comes to quirks. On the other hand, heavies and assaults have such bloated agility quirks in quite a lot of cases. Power creep at its finest.
And yes, the whining will be epic when suddenly heavy and assaults do not behave like mechs of a lower weight class - or should I say fat, armed to the teeth, heavily armoured prina ballerinas? However, having tons of heat sinks, weapons and armour should have also a disadvantage
Edited by Bush Hopper, 22 February 2017 - 06:29 AM.
#4
Posted 22 February 2017 - 01:15 AM
I'll still be taking my large XL engine for speed, if everyone else is getting the same agility nerf so to speak then the extra speed will still have an advantage.
Can't wait to test it out
#5
Posted 22 February 2017 - 04:21 AM
Taking the extremes as an example, all Assaults could be as sluggish as the Dire Wolf or as nimble as the old Ballerina Bear.
Or they could take the average agility of each weight class and assign that to every 'Mech in the respective weight class.
#6
Posted 22 February 2017 - 04:34 AM
I expect them to apply a general performance "formula" across all mechs that will make some feel awful and some feel like jack rabbits on a speed bender. We need to make them aware of these outliers; and they may even address them without killing engine decoupling all together. This is what the PTS was designed for, so lets do this. I just wish they were doing engine decoupling on a later PTS AFTER the skills tree was somewhat established.
#7
Posted 22 February 2017 - 04:47 AM
#8
Posted 22 February 2017 - 06:08 AM
So this one time I have to agree with PGI you need to test decouple and skills together.
Edit: Back to OP.... I am a big fan of the decouple as long as it is followed through with the tailored base stats as a good balance tool. Engines should make you go faster, not corner and dance better, imo.
Edited by Morggo, 22 February 2017 - 06:10 AM.
#9
Posted 22 February 2017 - 06:27 AM
#10
Posted 22 February 2017 - 06:45 AM
Lights and mediums need a buff in general, which this seems to do. Low engine ratings might become more competitive, which is great since most stock mechs come with slower engines than what is currently good.
Mechs can now have their base agility adjusted for balance reasons to a larger effect than before, making it a possible approach for making IS heavies and assaults more competitive, you could have IS mechs be more agile in general for example.
Largely positive. It will require some adjustments to help those mechs that are hit the hardest by it, specifically brawly assault mechs that rely on large engines and agility quirks to torso twist a lot. Atlas and Banshee comes to mind. But I think we should accept the initial balance problems in this case, since it seems like a good long term systemic change to me.
#11
Posted 22 February 2017 - 07:09 AM
Morggo, on 22 February 2017 - 06:08 AM, said:
So this one time I have to agree with PGI you need to test decouple and skills together.
Edit: Back to OP.... I am a big fan of the decouple as long as it is followed through with the tailored base stats as a good balance tool. Engines should make you go faster, not corner and dance better, imo.
Maybe...but only if the agility branch really is dramatically changed and made utterly dependent on the decoupling aspect. My suspicion is that given the simultaneous and out of left field addition of engine decoupling, it is intended as an effective across the board nerf to mobility such that we are "required" to use nodes on the agility branch to give the illusion of actual give and take with the rest of the skills tree by thus limiting the amount of nodes you can use. If I am right this whole thing is just a way to make agility branch the equivelant sink as survivability was on the first go around of the PTS.
#12
Posted 22 February 2017 - 07:09 AM
#13
Posted 22 February 2017 - 07:14 AM
Sjorpha, on 22 February 2017 - 06:45 AM, said:
It will require some adjustments to help those mechs that are hit the hardest by it, specifically brawly assault mechs that rely on large engines and agility quirks to torso twist a lot.
....
They could very well make the XL400'ed Banshee's agility as the base agility for all Assault 'Mechs thus effectively buffing almost all Assaults.
I doubt it though.
Edited by Hit the Deck, 22 February 2017 - 07:16 AM.
#14
Posted 22 February 2017 - 07:27 AM
Hit the Deck, on 22 February 2017 - 07:14 AM, said:
I doubt it though.
The baseline agility for mechs will be class based yes, but they did mention that certain chassis will get their own agility. See how this balances out.
I would suspect the current agility of 300 series engines will be used for most assault chassis. Just a random guess.

#15
Posted 22 February 2017 - 07:32 AM
Amsro, on 22 February 2017 - 07:27 AM, said:
I would suspect the current agility of 300 series engines will be used for most assault chassis. Just a random guess.

That makes sense because a lot of stock Assaults run at 54kph.
Edited by Hit the Deck, 22 February 2017 - 07:34 AM.
#16
Posted 22 February 2017 - 07:33 AM
#17
Posted 22 February 2017 - 07:33 AM
Bud Crue, on 22 February 2017 - 07:09 AM, said:
True, hadn't looked at it from that perspective. They say they had planned it all along and it just wasn't ready for PTS-1.... IF you take that as true then I'd lean toward a good test plan for PGI... however I ALSO believe now that your theory of 'forcing' more diversity away from all mechs taking defense and weapon only appears valid.
Not that I am totally against this... I would love to see skill trees that do force 'the hard decisions' and cause flavors of mech builds. Essentially, with this change forcing mobility to move from PTS-1 "why would anyone put any points into upper/lower chassis trees" to PTS-2 "wow, I'm going to have to decide which trees/skills to not go as deep into 'cuz I really need a few mobility nodes.
tl;dr
Yeah, have to agree with you the decouple, planned or not, is clearly a move to ensure that all trees, even mobility, are

Edit
Edited by Morggo, 22 February 2017 - 07:35 AM.
#19
Posted 22 February 2017 - 07:39 AM
Morggo, on 22 February 2017 - 07:33 AM, said:
Yeah, have to agree with you the decouple, planned or not, is clearly a move to ensure that all trees, even mobility, are

Edit
Who knows, it might be a good thing if it makes us make real choices. But if it ends up taking away current functionality accross the board that all mechs (mastered or otherwise) currently enjoy, then people will go nuts on it, for many of the same reasons they went nuts on skills tree PTS 1.0. If that should happen, the fact that we don't have to spend as much XP and cbills to rebuild mechs of significantly less functionality will not save it (assuming PGI listens).
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