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Thought On Less Used Skill/modules And Some Test From Pts.


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#1 DAYLEET

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Posted 26 April 2017 - 01:20 PM

Not the first to say this and certainly not the first time i say it but... What id like to see with the skill tree is that the useless skills used as buffers for wanted skills get instead significantly buffed/changed so we dont need to have them as buffer but instead as a choice.

Everyone is welcome to pitch in with your own test with any module but please no weaponry(we already know that cooldown/duration works and in some case too much). please be comprehensive and methodical. I cant make vids so we will go step by step so it can easily be replicated and verified. Until i get tired of it as youll see lol.


Hill Climb.
Im using a Kodiak going at break_neck speed of 66.2kph (XL380) with all speed tweak. Why? Because it's slow af and coming to an halt on an hill is worse than just a slow down on a med. I woudltn want to drike the KDK without the speed tweak so i use it in the test. And in truth, as i skilled my kdk-3 i had 5 points i could spare for something so i decided to try HillClimb which is why im doing this thread because the finding were less than exciting.

Loading Testing Ground Caustic because there's a lot of flat predictable climb at the caldera.

No hill climb:

Where you start you can run to the left till the AWS is unobstructed. Theres pipe on the ground forming a V, aim to the middle of the V. There was no slowdown there except the the peak but just a moment.

Now go immediately right, down toward the Fire beacon, stop and do a 180 till you aim at the AWS. Theres 3 pipes on the ground, aim the middle one and go up. This time i dropped to 40kph attaining the top.

Go immediate left where theres a pipe going down, aim for the mosquito repeater and do a 180. Aiming straight up where you are coming from and go up. This time i dropped to around 30 at the peak but it went 40 for a while first.

With hill climb my results for the above parcour are, no slow down for the V pipes. Slowed down to 50 rather than 40 on the 3 pipes and went down to the same 30 on the last climb. All those slow down were momentary though.

Theres other places in Caustic i tested but i came to an halt or had no slow down. The hill between the AS7 and the 2 fire stick i stoped. The climb directly to the right of the Phract is smooth and though steep it offered no slow down. It really is the peak protruding from the ground that slows you down more than the angle of the climb i feel.

Polar

Because it's hilly and should be faster to get from point A to B if i dont get slowed down as much. I should see the disparity between with and without.

WITH HC ON because i forgot to remove it from Caustic.

Spawn on the line between H8-H9 pointing North. Good i just head forward for 4 or 5 grids and if ill see if i do a better time with HC. The mech came to a complete stop near the end of G8-G9 at 50 seconds on a rock. ok thats too short but ill do it without HC for science and then a long er one.

Ok same parcour, aiming north, no need to touch the mech just hit 100% forward like before. Im mentioning this because... This time the mech dont stop at g8 g9...without a Hc...wtf. Ok

Polar again this time i manualy turn 90degree right to be parallel with the H9-I9.

Without HC, mech has no problem navigating the hills. took 1m54s to get to the h13-i13. that is straight ahead.

With HC i do the exact same time 1m54s...

Alpine... ok fk it, just the hill behind me, it slows but no change with or without hc...

Ok so unless you hit a peak you are not really slowing down, if you do hit a peak you are slowing down anyway but less and for an inconsequential short time. HC is not useful at all. Thats kind of a good thing because if all climb slowed us down it would be crappyand not make for a fun game. But that leave us with a skill/module that has no place in the game. I believe it should have one rather than be removed or stay as a buffer.

Purely Buffing it stats wouldnt make it better unless it was a huge buff that prety much negated all slow down.

Maybe couple it with speed tweek? Maybe change it to Stronger Legs and make you climb rocks/wood/those crates that are right now impasable or let you climb the near cliff of Canyon for exemple, not 90 degree but give us something. Theres ton of place to get stuck but very few slow down places or we already avoid them and they are out of place. If im not going around the slowing peaks its because im pushing and im not exactly in a hurry to get over, half a second longer makes no difference as long as i can shoot.

TLDR, you know it already, the skill is not helping in anyway so why keep it as such.

Edited by DAYLEET, 26 April 2017 - 01:22 PM.


#2 JC Daxion

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Posted 26 April 2017 - 01:25 PM

I would not be againt hill climb getting a bit of a buff.


BUT i will say it helps mechs that go over 100 KPH more. Cicada and commando are two that i have used it on most. You can run over things that you just can't with out. for example up and over some walls in canyon. With out, you just can't make it up and over the wall.

I don't know how it has changed from the module on live though, if you can hit the same level. I hope so, but honestly i wouldn't mind if i spent points, that it could be a little better. :)

#3 DAYLEET

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Posted 26 April 2017 - 02:55 PM

View PostJC Daxion, on 26 April 2017 - 01:25 PM, said:

I would not be againt hill climb getting a bit of a buff.


BUT i will say it helps mechs that go over 100 KPH more. Cicada and commando are two that i have used it on most. You can run over things that you just can't with out. for example up and over some walls in canyon. With out, you just can't make it up and over the wall.

I don't know how it has changed from the module on live though, if you can hit the same level. I hope so, but honestly i wouldn't mind if i spent points, that it could be a little better. Posted Image

Id like if that buff "climb over canyon walls" disregarded initial speed and let all weight class climb at sharp angles.





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