What Lower Agility Means
#1
Posted 03 March 2017 - 05:35 PM
I've warmed up to engine de-coupling, but I can't get on board with the wholesale reduction of agility across the board.
#2
Posted 03 March 2017 - 06:03 PM
Making mechs difficult to pilot and less able to escape damage will just reduce TTK, encourage more hiding in general and jump-sniping in particular, and reduce the overall fun in the game... unless there's some masochist population segment of which I'm not aware that likes blundering into buildings and getting shot to pieces when they can't reverse in time after going around the wrong corner.
Additionally, even if the percentage speed nerf is the same across the board, this mobility and speed reduction will have catastrophic effects on the survivability of light and medium mechs... and those mechs are already hanging by a thread these days. So, yeah... let's do something to further reduce the number of viable mechs in the game.
Ugh... utter lunacy.
Edited by oldradagast, 03 March 2017 - 06:03 PM.
#3
Posted 03 March 2017 - 06:06 PM
I do think that turn rate and torso twisting are more useful parameters to look at than acceleration and deceleration. Bad turn rate and torso twisting is bad for brawling, but bad acceleration and deceleration is just... bad for absolutely everything, whether you're brawling or hill humping.
#4
Posted 03 March 2017 - 06:12 PM
Edited by Gentleman Reaper, 03 March 2017 - 06:12 PM.
#5
Posted 03 March 2017 - 06:16 PM
#6
Posted 03 March 2017 - 06:17 PM
Gentleman Reaper, on 03 March 2017 - 06:12 PM, said:
Doesn't matter They are now compelled to run in more predictable patterns and the damage they receive even over multiple components is proportionally greater. Like, before the PTS update today, you could not use that Locust to juke shots. I know this because that was actually even worse than a Mastered Locust was back in 2014, and you couldn't use it to juke shots back then if your opponent was any good. The turning circle was also way too wide and thus easy to track.
#7
Posted 03 March 2017 - 06:41 PM
XX Sulla XX, on 03 March 2017 - 06:16 PM, said:
That might work for clans, but we're still left with the issue that the meta lords have thrown out all the logical IS builds in favor of big engines and small guns, to better pop in and out of cover because agility. Decoupling is good, but it definitely needs tweaking before it's ready for the big time.
#8
Posted 03 March 2017 - 07:41 PM
Yeonne Greene, on 03 March 2017 - 06:17 PM, said:
Doesn't matter They are now compelled to run in more predictable patterns and the damage they receive even over multiple components is proportionally greater. Like, before the PTS update today, you could not use that Locust to juke shots. I know this because that was actually even worse than a Mastered Locust was back in 2014, and you couldn't use it to juke shots back then if your opponent was any good. The turning circle was also way too wide and thus easy to track.
The turning radius is barely lower than on live (at least on my locust) and heavier mechs having more difficulty placing shots means they can't act on that as much.
#9
Posted 03 March 2017 - 07:47 PM
Gentleman Reaper, on 03 March 2017 - 07:41 PM, said:
The turning radius is barely lower than on live (at least on my locust) and heavier mechs having more difficulty placing shots means they can't act on that as much.
Talking about back then and PTS2, not now. Now it's fine.
Heavier 'Mechs have no real noticeable change in ability to place shots from Live. Less ability to poke efficiently, certainly, but not track targets.
#10
Posted 03 March 2017 - 07:56 PM
XX Sulla XX, on 03 March 2017 - 06:16 PM, said:
sadly the DWF is completely inferior to the KDK in every way now,
Accell / Decell / Turn / Turn Angle / Speed everything now, and it cant even get upgrades,
#11
Posted 03 March 2017 - 07:59 PM
Yeonne Greene, on 03 March 2017 - 07:47 PM, said:
Talking about back then and PTS2, not now. Now it's fine.
Heavier 'Mechs have no real noticeable change in ability to place shots from Live. Less ability to poke efficiently, certainly, but not track targets.
Not the impression I'm getting, my Kodiaks and King Crab twist much slower now, although there are a few exceptions like my Zeus, which twists like a 65 ton mech. The mechs that relied on twist quirks still turn fast, but they need that advantage, at least the top-tier mechs will have more difficulty keeping target on lights.
Andi Nagasia, on 03 March 2017 - 07:56 PM, said:
Accell / Decell / Turn / Turn Angle / Speed everything now, and it cant even get upgrades,
It's not as bad as before though, but yeah, DWFs need something over the Kodiaks, that why the de-coupled agility will make that easier now.
Edited by Gentleman Reaper, 03 March 2017 - 08:02 PM.
#12
Posted 03 March 2017 - 09:02 PM
Gas Guzzler, on 03 March 2017 - 05:35 PM, said:
I've warmed up to engine de-coupling, but I can't get on board with the wholesale reduction of agility across the board.
It means IS XL is a death sentence with absolutely no redeeming value and that CXL is just a flat free 50% tonnage boost on engine weight.
#13
Posted 03 March 2017 - 09:26 PM
#14
Posted 05 March 2017 - 07:46 AM
Bogus, on 03 March 2017 - 06:41 PM, said:
Better than standing behind a hill yelling at your teammates to hold locks while you lob missiles into a hill because your build is useless and stupid and you don't take any damage for the team.
Edited by Drunk Canuck, 05 March 2017 - 04:43 PM.
#15
Posted 05 March 2017 - 08:21 AM
Gas Guzzler, on 03 March 2017 - 05:35 PM, said:
I've warmed up to engine de-coupling, but I can't get on board with the wholesale reduction of agility across the board.
PGI's take on TTK:
"TTK is too low.
Let's decrease agility.
There, that'll fix TTK!"
Not to mention the fact that PGI announced that Assaults wouldn't be affected much and that only the "agile" Mechs such as Lights, Mediums, and agility-based Heavies (R.I.P. QKD and Dragon) would feel the effects severely. Ironically, Lights are the most underplayed weight class in the game. Mediums are only effective because of their agility; they don't have the armor to tank on the front lines and serve best as mobile strikers. Agile Heavies are grossly underrepresented since they typically lack the hitpoints and/or firepower to mix it up with powerful Heavies like the TBR, WHR, MAD, etc.
So, PGI is willfully nerfing the most underrepresented Mechs in the game for literally no reason, other than that some bean-counter noticed that the Mechs weren't "normalized."
#16
Posted 05 March 2017 - 12:21 PM
#17
Posted 05 March 2017 - 01:52 PM
Nightmare1, on 05 March 2017 - 08:21 AM, said:
PGI's take on TTK:
"TTK is too low.
Let's decrease agility.
There, that'll fix TTK!"
Not to mention the fact that PGI announced that Assaults wouldn't be affected much and that only the "agile" Mechs such as Lights, Mediums, and agility-based Heavies (R.I.P. QKD and Dragon) would feel the effects severely. Ironically, Lights are the most underplayed weight class in the game. Mediums are only effective because of their agility; they don't have the armor to tank on the front lines and serve best as mobile strikers. Agile Heavies are grossly underrepresented since they typically lack the hitpoints and/or firepower to mix it up with powerful Heavies like the TBR, WHR, MAD, etc.
So, PGI is willfully nerfing the most underrepresented Mechs in the game for literally no reason, other than that some bean-counter noticed that the Mechs weren't "normalized."
You can stop worrying about lights. Lights seem way over tuned on the PTS 3.0. yes in 2.0 they were awful, but now on 3.0 they are extremely hard to hit by anything that is not a light. mediums on the other hand feel terrible, so much worse than before.
#18
Posted 05 March 2017 - 02:06 PM
+ Get damaged if your mech crashes into something
lets say weight (tons) x speed (kph) / 200 = dmg
that would give:
a 20t Locust at 170kph a = 17 dmg
a 50t Hunchback at 100kph = 25dmg
a 75t Timber at 90kph = 33.75dmg
a 100t Atlas at 55kph = 27.5dmg
then you would have to take care where you are running and don't run at 100% speed all the time.
yes, that would be more sim than arcade...
#19
Posted 05 March 2017 - 02:06 PM
Malrock, on 05 March 2017 - 01:52 PM, said:
You can stop worrying about lights. Lights seem way over tuned on the PTS 3.0. yes in 2.0 they were awful, but now on 3.0 they are extremely hard to hit by anything that is not a light. mediums on the other hand feel terrible, so much worse than before.
I couldn't find a match, so I couldn't test that.
#20
Posted 05 March 2017 - 05:24 PM
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.
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