Engine And Agility.
#1
Posted 01 March 2017 - 10:02 PM
I do think helping small engine cap mechs have more agiltiy is a good thing.
#2
Posted 01 March 2017 - 10:23 PM
Sure it's different, but being different was never and will never be a legitimate argument against something.
Edited by SnafuSnafu, 01 March 2017 - 10:24 PM.
#3
Posted 01 March 2017 - 10:34 PM
SnafuSnafu, on 01 March 2017 - 10:23 PM, said:
Sure it's different, but being different was never and will never be a legitimate argument against something.
Doubling stop distance on Lights is not only different, it's quite literally unplayable
#4
Posted 01 March 2017 - 10:39 PM
Mcgral18, on 01 March 2017 - 10:34 PM, said:
Doubling stop distance on Lights is not only different, it's quite literally unplayable
What I gather from OP's post is that 'It's different therefor I do not like it' which in response I made point that that's not an argument.
If there's an issue with lights with the current PTS engine disconnect system then bring attention to it properly and logically (you're doing it wrong BTW), however as an overall system it's looking to be very interesting.
Edited by SnafuSnafu, 01 March 2017 - 10:42 PM.
#5
Posted 01 March 2017 - 10:45 PM
SnafuSnafu, on 01 March 2017 - 10:23 PM, said:
Sure it's different, but being different was never and will never be a legitimate argument against something.
Not it isn't different in a good way it is different in a terrible way. You suddenly feel like every piloting decision you make takes place underwater, and in slow mo, making piloting your mech feel terrible in comparison to live.
#6
Posted 01 March 2017 - 10:45 PM
SnafuSnafu, on 01 March 2017 - 10:39 PM, said:
What I gather from OP's post is that 'It's different therefor I do not like it' which in response I made point that that's not an argument.
If there's an issue with lights with the current PTS engine disconnect system then bring attention to it properly and logically (you're doing it wrong BTW), however as an overall system it's looking to be very interesting.
This, is broken
The Viper is not fundamentally broken...it's Working as Intended™
It's a feedback thing, I won't play it if it releases like that, I'll grab my WubShee which is still potent.
#7
Posted 01 March 2017 - 10:50 PM
Malrock, on 01 March 2017 - 10:45 PM, said:
Not it isn't different in a good way it is different in a terrible way. You suddenly feel like every piloting decision you make takes place underwater, and in slow mo, making piloting your mech feel terrible in comparison to live.
That's an opinion not a fact, in my case I like how every move you make can potentially be detrimental and fatal if calculated incorrectly, IMO it's how I imagine something like a 90 tonne battlemech would feel like if they were real.
Mcgral18, on 01 March 2017 - 10:45 PM, said:
This, is broken
The Viper is not fundamentally broken...it's Working as Intended™
It's a feedback thing, I won't play it if it releases like that, I'll grab my WubShee which is still potent.
Congrats you found bugs, wrong thread though.
#8
Posted 01 March 2017 - 11:08 PM
I would have thought that something that can accelerate up to over 100kph in a couple of seconds should not stop on a dime.
That will be interesting to test out on a variety of mechs.
#9
Posted 01 March 2017 - 11:11 PM
Here is sample from what we have now.
Here is the pts.
It might be hard to tell but it like piloting a rubber band now.
I guess maybe this is what they want as the locust has been little to good but..... dang
#10
Posted 01 March 2017 - 11:15 PM
50 50, on 01 March 2017 - 11:08 PM, said:
I would have thought that something that can accelerate up to over 100kph in a couple of seconds should not stop on a dime.
That will be interesting to test out on a variety of mechs.
Issue being...they're bad NOW
They'll be extinct come this change to Live
Otherwise, why can't something Decel as fast as it can Accel? In Shooty Stompy Robots?
#11
Posted 01 March 2017 - 11:25 PM
Physics.
That sort of stuff.
The turning example is interesting, really looked like at top speed the turning arc is a bit wider, need to slow down a bit to make a tighter turn.
That will take getting used to.
The acceleration vs deceleration will make the duck in and out to shoot a bit more difficult and the turning will make the dog fighting a little more challenging. Will make the really fast mech better at a boom and zoom approach.
Has anyone tested this with a mech running MASC?
#12
Posted 01 March 2017 - 11:27 PM
I actually was thinking of agility as an issue in this game. Sure, BT Mechs have sci-fi artificial muscles powered by sci-fi fusion engines, they are not heavy steel tanks with 30-s motors, but it still felt wrong.
#13
Posted 01 March 2017 - 11:28 PM
Kuaron, on 01 March 2017 - 11:27 PM, said:
I actually was thinking of agility as an issue in this game. Sure, BT Mechs have sci-fi artificial muscles powered by sci-fi fusion engines, they are not heavy steel tanks with 30-s motors, but it still felt wrong.
you are trying too hard to apply reality to a system that runs on space magic.
#14
Posted 01 March 2017 - 11:30 PM
#15
Posted 01 March 2017 - 11:35 PM
50 50, on 01 March 2017 - 11:25 PM, said:
Physics.
That sort of stuff.
The turning example is interesting, really looked like at top speed the turning arc is a bit wider, need to slow down a bit to make a tighter turn.
That will take getting used to.
I have 4 years of running a light, slowing down goes against everything I know lol As long as lights are buffed if needed to make up for this i will get used to it
#16
Posted 01 March 2017 - 11:39 PM
My Firestarters seem about the same-ish. They're still upsized garbage like the other 35 tonners sadly.
My Banshees with lower engines don't feel that bad. And while the XL400 no longer imparts an extra agility bonus, it does feel mobile with one.
My Vindicator with 225 standard isn't less maneuverable than my Blackjack 1X with an XL295. Or at least it doesn't seem like it.
#17
Posted 01 March 2017 - 11:40 PM
Monkey Lover, on 01 March 2017 - 11:35 PM, said:
I have 4 years of running a light, slowing down goes against everything I know lol As long as lights are buffed if needed to make up for this i will get used to it
I think there is an argument to be made with how disproportionately unwieldy the lights and some mediums play ATM, but I like your enthusiasm.
#18
Posted 02 March 2017 - 12:14 AM
SnafuSnafu, on 01 March 2017 - 10:23 PM, said:
Sure it's different, but being different was never and will never be a legitimate argument against something.
Thats a straw man. I did not say my problem was with it being different. My problem is I believe the goal is wrong. You can say you like less agility and I can say I like having more agility. But saying I do not like change because it is change is not representing my argument correctly.
#19
Posted 02 March 2017 - 12:14 AM
If this agility nerf was supposed to increase TTK, well they did a good job. Honestly the game is slow enough as is. It doesn't need to be any slower. Lights already got butchered in the rescale, let's not make them any more irrelevant shall we?
#20
Posted 02 March 2017 - 12:17 AM
50 50, on 01 March 2017 - 11:08 PM, said:
I would have thought that something that can accelerate up to over 100kph in a couple of seconds should not stop on a dime.
That will be interesting to test out on a variety of mechs.
Nothing in this game is logical. Its about what choices make the game the most fun to play for the community.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users