Bush Hopper, on 04 March 2017 - 05:21 AM, said:
Mobility of heavies:
I did some testing with the rather sluggish heavies on PTS. It seems they are pretty agile - even the said normally sluggish ones.
It seems we will end up in the same situation we have on the live servers: heavies rival the firepower of assaults while at the same time rivaling the agility of mediums.
I wonder why the changce to curb the agility of heavies isn't taken. That heavies are too good is shown by the queues. Nearly always the heavy queue us the longest.
In regards to the lighter mech class, I find that rather problematic because light (and to some extend medium) mechs sacrifice a lot to get speed and agility.
Mobility of lights:
Speaking of lights: most still play rather unresponsive and less agile. As if a 35t mech suffering from hypersomia
Edit: I haven't tested the agility of assaults yet
Have you tried lights with mobility skills? I've found them to be substantially MORE agile; or at least the ones I've tested.
As a rule of thumb, across the board IS mechs tend to be a bit more agile than Clan mechs; which light where you testing? A Jenner IIC is no Spider, after all
Last night, I spent a lot of time testing lights, mediums, heavies and assaults, and I found:
1) There's a definite progression as you increase in tonnage. My Spider turns as 122 degrees/second with a torso twist around 220d/s.
2) There's a pretty good variety of baseline speeds even inside a tonnage according to chassis and variant.
3) Distinctly better clan mechs have worse agility. For example, a Hunchback IIC's agility when skilled matches the unskilled HBK 4G(which is still very good!). I'm OK with this, as the IIC is carrying twice the firepower at a faster speed and the same armor.
4) JJ skills have a
profound impact. Probably the most noticable of all the skill trees (but just being JJ's, not as important as many). 1JJ just to hop, I wouldn't bother. Any mech I'm loading up with JJ's is getting them, though, because they're insanely strong.
5) Speed has a heavy impact on turning. If you slow down from max speed, you turn MUCH faster. In my KDK's, I found cutting back the throttle for a major turn made a demonstrable difference. I like this, as it makes piloting more interesting.
In my EBJ, tapping full stop then full speed again during a turn allowed a near instant 180. That is, not stopping, but just allowing the speed to fall by deceleration then accelerating again mid turn. With throttle decay on, just letting off the throttle during the first half of the turn had a HUGE impact.
I respect the desire to see heavy mobility curbed, but it's a sticky spot. You don't want to reduce their agility to the point where they are no longer fun to play. Where exactly the should be is
highly subjective. But right now, the important part is that on the live servers, even assaults have
the same agility - numerically speaking, not just "I feel they do" - as mediums. On the PTS, you can readily see the values, and mediums are more agile than heavies, and much more agile than assaults.
Skills can push you up a category, so they do matter, but they're really not mandatory (except, again, in the case of some very large assaults). I was fine with my EBJ as it was, for example.
While *I* would like the whole line pushed up a bit, it's VERY MUCH comparable to current values, excepting some large mechs with very large engines.
But even my KDK's handle pretty well (the KDK-4 has better handling than the KDK-3, something I appreciate) once they have mobility skills. I wouldn't run a big assault without them; but you could, and it's not that bad.