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What Lower Agility Means


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#21 Gentleman Reaper

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Posted 05 March 2017 - 05:47 PM

View PostBud Crue, on 05 March 2017 - 05:24 PM, said:

"What lower agility means."

F**king Triggering...

I'll tell ya what "lower agility" means...it means that once again, after the June nerfs, after the July nerfs, after the nerfs associated with the PTS via the skills tree, and the skills tree itself, that once AGAIN my Quickdraws are being nerfed. THAT'S what "lower agility means".

It means a mediocre mech is being made worse. That a mediocre mech has now been nerfed more often and to a larger extent than ANY other mech in the game over the last year, including the Kodiak-3.

That is what "lower agility" means.


It all depends on the baseline. I've been advocating for lower agility across all mechs for a long time, depending on how they scale the agility differences, it can lead to lights and mediums being far more viable. What I'm hoping for is a system where the Quickdraw ends up with significantly better agility than 75 ton heavies like the Warhammer, unfortunately all the mobility quirks skew the results. That said, the Quickdraw should've had mobility quirk buffs a LONG time ago, so you're still correct.

#22 MischiefSC

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Posted 05 March 2017 - 06:17 PM

Except if the QD twists less quickly than it does today then it will, absolutely, die faster than it does today regardless of the agility of the mech you're fighting.

That's what so many people don't get - it doesn't matter if everyone gets an agility nerf. Unless you're also nerfing convergence all that does is reward camping, punish brawling and make IS XLs even less viable and with that every single mech that requires an XL to carry a viable loadout to be nerfed.

Let's put it this way. You and I get paintball guns and go out into a field with trees in it. We shoot at each other. Then we put on big snow boots and a 30lb pack. All that does is reward me for moving around less, camping and shooting at longer range. It makes it easier to shoot people accurately, punishes aggressive play and makes any sort of vulnerability (like IS XL) easier to exploit.

So it's a nerf to brawling, aggressive play and IS XLs and the mechs that require them - like lights and mediums and small heavies, to be viable.

It doesn't matter if heavies are even less maneuverable. That just means I'll move around less in bigger mechs. It does however mean I'll have an easier time killing lights, mediums and mechs with XLs.

#23 Gentleman Reaper

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Posted 05 March 2017 - 06:32 PM

View PostMischiefSC, on 05 March 2017 - 06:17 PM, said:

Except if the QD twists less quickly than it does today then it will, absolutely, die faster than it does today regardless of the agility of the mech you're fighting.

That's what so many people don't get - it doesn't matter if everyone gets an agility nerf. Unless you're also nerfing convergence all that does is reward camping, punish brawling and make IS XLs even less viable and with that every single mech that requires an XL to carry a viable loadout to be nerfed.

Let's put it this way. You and I get paintball guns and go out into a field with trees in it. We shoot at each other. Then we put on big snow boots and a 30lb pack. All that does is reward me for moving around less, camping and shooting at longer range. It makes it easier to shoot people accurately, punishes aggressive play and makes any sort of vulnerability (like IS XL) easier to exploit.

So it's a nerf to brawling, aggressive play and IS XLs and the mechs that require them - like lights and mediums and small heavies, to be viable.

It doesn't matter if heavies are even less maneuverable. That just means I'll move around less in bigger mechs. It does however mean I'll have an easier time killing lights, mediums and mechs with XLs.


You speak the truth, although it's hard to say if cXLs will be impacted equally hard. At the very least I want to see the heavy-end of the agility baseline lowered to provide more breathing room for lights and mediums, I don't think we can continue to rely on buffing their durability with how agile heavy and assaults are in live, we need to drive down some of their agility if we want to achieve some parity between the weight classes.

#24 Malrock

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Posted 05 March 2017 - 07:31 PM

View PostMischiefSC, on 05 March 2017 - 06:17 PM, said:

Except if the QD twists less quickly than it does today then it will, absolutely, die faster than it does today regardless of the agility of the mech you're fighting.

That's what so many people don't get - it doesn't matter if everyone gets an agility nerf. Unless you're also nerfing convergence all that does is reward camping, punish brawling and make IS XLs even less viable and with that every single mech that requires an XL to carry a viable loadout to be nerfed.

Let's put it this way. You and I get paintball guns and go out into a field with trees in it. We shoot at each other. Then we put on big snow boots and a 30lb pack. All that does is reward me for moving around less, camping and shooting at longer range. It makes it easier to shoot people accurately, punishes aggressive play and makes any sort of vulnerability (like IS XL) easier to exploit.

So it's a nerf to brawling, aggressive play and IS XLs and the mechs that require them - like lights and mediums and small heavies, to be viable.

It doesn't matter if heavies are even less maneuverable. That just means I'll move around less in bigger mechs. It does however mean I'll have an easier time killing lights, mediums and mechs with XLs.


I agree with everything right up till that last sentence. I italicized it so you could find it easier. Italics is actually wrong. The latest PTS 3.0 has made it so that it is harder to kill lights. IMO harder than it is on live. Mediums though are in a terrible place.

#25 Y E O N N E

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Posted 05 March 2017 - 07:47 PM

View PostMalrock, on 05 March 2017 - 07:31 PM, said:

The latest PTS 3.0 has made it so that it is harder to kill lights. IMO harder than it is on live.


So it's an improvement, because Lights are stupid easy to kill on Live.





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