FupDup, on 28 March 2017 - 01:11 PM, said:
A higher percent of your total tonnage is irrelevant when the mech spending this "higher percent" still has much more armor, structure, and pod space in spite of that "higher spending."
That's because the ADDER is badly designed, you don't nerf the entire system because there are a few mechs with moronic design choices.
Move into a 250, maintain same % of tonnage spent compared to TBR & SCR and suddenly the light mech is twisting faster than both of them.
So same % spent, ends up with better payout in agility - which is as it should be.
Lastly, there is a limit in how much agility is actually useful on a light mech, that's one of the really silly points in all of this.
I have never once in any match I've dropped in playing an Adder thought "Gee this mech just doesn't twist fast enough".
That's not the problem the Adder, or any light mech, has. The Adders problem is that it's bad medium instead of actually being a real light mech.
The Adder's problem is raw linear speed.
So to benefit some garbo mechs with bad design limits, we are just going to drag the baseline for other classes down (or bizarrely give some mechs the advantages of free engine sizes whether spend the tonnage or not) - and incentivize people taking more guns.
Chris Lowrey, on 28 March 2017 - 02:05 PM, said:
Hey Guys,
Don't want to get in the way of the discussion here, but I do want to clear up a few things.
Yes, those values in the initial .PDF relating to engine to tonnage ratios that you can achieve in the current game. We used these values as a framework to ensure that our engine desync values roughly synced up with values that where achievable in the live game in order to test its overall framework in PTS. And to also ensure that the back end changes done to support engine desync produced comparable results to what players are used to in the live game in a general sense.
But I would not read too much into them past that point. I want to heavily stress the following:
- The values posted in those .pdf's where the values that where utilized in PTS 2. The PTS that introduced engine desync. They are not the latest values that where tested in PTS 2.5. Nor are they accurate to the value changes we are making as a result of the PTS 2.5 feedback.
- The purpose of the initial testing values where to test the initial implementation of the back-end changes and monitor if anything breaks. Like Deceleration did. And stress test where the initial baseline started to buckle so we knew where we could start exponentially increasing the per-tonnage baseline values.
- Performance will not be exactly 1 to 1 with what you see on live, we have adjusted some base turn values in regards to the performance curve that sees a bit more visible responsiveness at lower speeds.
- The skill tree provides higher total mobility bonus' then the current pilot lab. Engine Desync was designed with this in mind, so some values are a bit lower then their live values intentionally to factor in for the additional bump you get from your total investment in the mobility tree.
- On the point of the Locust, again, these where initial PTS numbers that we where observing at a macro level. The 7.5 E2T value listed on the .pdf has not been accurate since the initial Engine Desync PTS. Its Engine to tonnage template by PTS 2.5 was set to 11.5 by comparison.
- All other lights and mechs with significant mobility quirks received similar bumps.
- I want to heavily stress this last part, but this still remains an in-development feature. And as such, all values are NOT FINAL.
Feel free to continue discussion but I have to heavily stress that the posted .PDF's are not an accurate representation of the current tuning in of this feature. Nor is it accurate to what was tested in PTS 2.5.
Thanks for the input Chris.
I'll be giving it a thorough testing and honest, constructive, feedback once it's on test again.
Deathlike, on 28 March 2017 - 03:52 PM, said:
It doesn't make engines less important as top speed then is most important factor (things like previous MW games had allowed you to adjust) instead of trying to make sure the engine you need matches the agility profile desired.
I'm pretty convinced it will reduce the amount of builds with big engines - there is no reason to spend more than you need to if the benefits hit diminishing returns - which they tend to do.
Again, a KDK with a 350 only goes 4 KPH slower than one with a 375 and picks up 4.5 tons for guns. If you don't despeatey need the crit slots in the engine - that's a pretty easy swap.
Edited by Ultimax, 28 March 2017 - 04:31 PM.