I filled out a couple of mechs on the PTS yesterday and today. I wanted full radar deprivation, seismic sensor, cool running and heat containment, and ALL of the mobility tree. This left me with like 13 points total remaining for weapons or anything else, but it was an experiment. I was able to use the remaining points on generic range / velocity / cooldown choices.
With full mobility, the Timberwolf (Warrant) with 8/8 omnipod set bonus intact with 10% turn speed had a slower accel / decel over current live by a very small (but noticeable) percent. Everything else handled faster than current live. It turned, torso twisted, etc, faster. What might be going on is the 8/8 pod bonus for turn might be applied last after all other bonuses which is giving it an amazing feel of handling. I'm not sure.
My other test subject was a MAD IIC base energy variant with a 375 XL. I went with the above skill tree choices, with Mobility tree maxed out with all choices yet again. Its overall agility and handling was slightly lower than current live, but it naturally retained its full top speed. Apart from a slower accel / decel and turning ability (again, very small loss over current live) the upper torso tracking for pivot and arm movement is faster than current live.
My personal conclusion is that I can very much live with the changes, at least for my Clan mechs that I play most. On the current live version of the game, my Timberwolf is a Heavy that handles like a medium (with the 8/8 pod bonus) and my MAD IIC handles like a Heavy. On the PTS, it's pretty close to the same excluding that I have to pay for it with removed weapon bonuses, so I more or less have to make a choice. I LIKE this as this game should have a place for Light and Medium mechs and quite frankly, Assaults moving like they could (at least for a big engine MAD IIC) seemed out of whack.
As a side note, I just now finished a test with my Pakhet with the 8/8 pod bonus. With a moderate investment in the Mobility tree I can gain the same handling / agility that it enjoys on the current live version of the game. It doesn't look like I'll need to do a full investment, so Medium mechs and under will have some leeway with choices when this launches.
Edit - No, I really haven't done much testing with a range of mechs that don't have retained inherent quirk bonuses for turning or such, aside from the MAD IIC. I'm fully ready to believe the lower performance with Inner Sphere mechs that were originally quirked for better performance that had those quirks stripped. I don't have any insight as to how much this will impact those mechs, aside that with 91 points to play with, a lot of value might be recovered (but yes, not all. torso twist range is the really big one).
Edited by FireStoat, 26 April 2017 - 05:26 PM.