Is The Direwolf Going To Be Even Less Agile After The Skill Tree Patch?
#1
Posted 12 March 2017 - 11:17 PM
#2
Posted 12 March 2017 - 11:21 PM
Without full speed teak it will be back to 48 kph
Edited by TheLuc, 12 March 2017 - 11:23 PM.
#3
Posted 12 March 2017 - 11:23 PM
#4
Posted 12 March 2017 - 11:25 PM
TheLuc, on 12 March 2017 - 11:21 PM, said:
Thanks. That'll be terrible for peek and shoot though which some assaults still manage and mechs with very limited torso twist range are shafted doubly.
Bohxim, on 12 March 2017 - 11:23 PM, said:
The issue is PGI didn't really state what the baseline is. People just assume it's the Direwolf.
#5
Posted 12 March 2017 - 11:26 PM
#6
Posted 12 March 2017 - 11:29 PM
Clownwarlord, on 12 March 2017 - 11:26 PM, said:
Hmm, was this PTS2 or the first one? I know mechs were as or more agile in the first iteration of PTS because it did not have the engine-agility change yet.
#7
Posted 12 March 2017 - 11:34 PM
Elizander, on 12 March 2017 - 11:29 PM, said:
Hmm, was this PTS2 or the first one? I know mechs were as or more agile in the first iteration of PTS because it did not have the engine-agility change yet.
Also if you look at it this way. Take a low number like 48.6 kph for the basic Direwolf, Atlas (with std 300), King Crab (std 300). Take 10% of that is only 4.86. So 48.6 + 4.86 = 53.46. Similar to the low numbers of mobility that these assaults will have you will see minimal bonus to the nodes. That is unlike a medium mech or light mech when it picks a node and has the same % as the assault but because it naturally has a better base stat it will receive a better bonus.
So with the engine decoupling the lights and mediums took more of a hit than the heavies and assaults because they had received more from the bonus of a bigger engine. BUT PGI has already come out and increased some of the base stats of the lights and mediums to account for that.
Edited by Clownwarlord, 12 March 2017 - 11:37 PM.
#8
Posted 12 March 2017 - 11:44 PM
#9
Posted 13 March 2017 - 12:01 AM
direwolf is really just an inferior kodiak-3 that needs a buff.
#10
Posted 13 March 2017 - 12:29 AM
Khobai, on 13 March 2017 - 12:01 AM, said:
direwolf is really just an inferior kodiak-3 that needs a buff.
Actually to my knowledge the Kodiak might be one of the few assaults that take a mobility hit.
#11
Posted 13 March 2017 - 12:37 AM
Clownwarlord, on 13 March 2017 - 12:29 AM, said:
Actually to my knowledge the Kodiak might be one of the few assaults that take a mobility hit.
It did on PTS2, it was like the dire. It's not the only one though. If you want to brawl in an assault, mobility is an essential tree, or you'll never hit anything to your side.
Edited by J0anna, 13 March 2017 - 12:37 AM.
#12
Posted 13 March 2017 - 12:41 AM
J0anna, on 13 March 2017 - 12:37 AM, said:
See I tested that theory in a Battlemaster, a middle of the road mobility for an assault mech. I ran it with and without the nodes in the mobility tree. What I found out is that it affected the mech minimally. The reason for that is what I mentioned to earlier. If you have crap baseline stats for that mech and then you add a bonus to it based on percent you still are crap.
Here I will give you an example I gave earlier: take 48.6 kph and add 10% bonus to it. That is 48.6 + 4.86 = 53.46 which is basically crap right?
#13
Posted 13 March 2017 - 03:52 AM
#15
Posted 13 March 2017 - 04:57 AM
Clownwarlord, on 13 March 2017 - 12:41 AM, said:
Here I will give you an example I gave earlier: take 48.6 kph and add 10% bonus to it. That is 48.6 + 4.86 = 53.46 which is basically crap right?
That's about what you got with the OLD speed tweak.
Overall, my impression was it was a little quicker to twist and turn, if you used mobility nodes, but didn't feel noticeably worse without, though it's deceleration was probably a tad worse, as most mechs are slower to stop now. The agility baseline degrades the heavier you get, though individual chassis still have quirks that add variables to that, which makes sense, a brawler would likely have better agility base than a stock LRM boat. Though I was disappointed that VTRs still seemed to be bearing the onus of Poptarts Past, in that it still felt underwhelming.
Really wish the PTS was still up just to keep testing and refining builds for Black Tuesday.
Edited by Bishop Steiner, 13 March 2017 - 04:58 AM.
#16
Posted 13 March 2017 - 05:30 AM
Clownwarlord, on 13 March 2017 - 12:29 AM, said:
https://mwomercs.com...now-live-on-pts
Edited by SmokedJag, 13 March 2017 - 05:30 AM.
#17
Posted 13 March 2017 - 05:50 AM
#18
Posted 13 March 2017 - 05:57 AM
Kiran Yagami, on 13 March 2017 - 05:50 AM, said:
Edited by SmokedJag, 13 March 2017 - 05:58 AM.
#20
Posted 13 March 2017 - 08:23 AM
SmokedJag, on 13 March 2017 - 05:57 AM, said:
The Gargoyle already was WAY more agile than a Timber Wolf, so... not much change there.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users