Toha Heavy Industries, on 21 May 2017 - 11:51 AM, said:
It's really nice that there are "a lot of people say they like this change".
Personally, i would be more concerned about the lot of people who think quite opposite to the point of actually leaving the game.
In case you only read the posts that match your own point of view, i'll make a quick digest of people in this thread who like this changes. notice, that quite a few of them are money-paying veterans. Somebody don't like the change? Somebody who pay dinaros don't like the change? Well, boo-hoo.People have different opinions.
Dogstar, on 21 May 2017 - 01:06 AM, said:
I totally disagree with you on this point. To me it feels like the game is much better with mechs being less agile overall and having to manage heat either by build or careful playing.
Bush Hopper, on 21 May 2017 - 01:30 AM, said:
I disagree with you.
Heavies and assaults should be kind of sluggish. They have such a huge array of weapons and armour plus superior heat venting capability.
Lights and mediums should be agile.
As it stands heavies and most assaults still can easily track even light mechs. And light mechs still pop easily and quickly (in T1). Speccing in the survival tree doesn't help a light without armour quirks not at all. It gets a meagre amount of bonus armour despite the higher % per node while heavies and assault get more points.
The agility of lights and meds should a tad improved and the agilty of heavies a bit reduced. Yeah, I know you guys don't like to hear that but you should be a weapon-bristling, heavily armoured, heat dissipating fat ballerina, sorry.
As for the CD nerf. It takes some time getting used to it but I like it.
Totally right. I do not mind that there are exceptions within a class, e.g. a Dragon being more agile than a Maro. After all, the Dragon was a fast and agile mech according to lore but there should be limits.
And yes, quite a few lights feel sluggish and turn like a school bus even when you cut speed. Even the average light should have better turning values. Heck, the whole class is about evading fire and mobility.
Zigmund Freud, on 21 May 2017 - 01:36 AM, said:
(my own post. yea, self quoting)
I'm one of people who kind of like the new gameplay. 100toners feels slugish, and it's ok, since 100t. Different agility for different mechs of same weight class is also ok for me. Said Banshee is faster than Atlas. It's a good thing, since Atlas has crazy def quirks, and Banshee's only pro is agility.
Lights feel same, but on the background of overral slowing down they feel lighter.
Shifty McSwift, on 21 May 2017 - 03:05 AM, said:
I honestly think the solution there is to find all the mechs that are overperforming like that and hit them with the nerf bat.
I don't mind at all that they want to make assault feel more like big slow heavies and the like, but I do mind when certain mechs are good enough to just completely ignore such definitions by virtue of their out of whack stats.
Mechwarrior1441491, on 21 May 2017 - 05:32 AM, said:
I don't mind the mechs being more sluggish. Reminds me of closed beta. If only we had knockdowns back.
Having to think about where you are moving before you get there. Committing to fighting and the realization that you aren't getting out of this and have to shoot your way out.
2xShockFist, on 21 May 2017 - 06:54 AM, said:
Its funny, cause I remember back in the day people complaining that mechs moved too fast and it didn't feel mechwarrior enough cause mechs were supposed to be slow and clumbsy. Now that we sorta have that people are complaining again. I dont even.
Nightmare1, on 21 May 2017 - 07:19 AM, said:
I disagree with the OP. This Skill Tree has breathed a lot of life back into the game for me!
Stefka Kerensky, on 21 May 2017 - 07:31 AM, said:
HOnestly skill tree and global nerf are esactly the reasons why I'm enjoying mwo much more now than when I left 6 months ago: less twitch shooter more robotic war machine, known as battlemechs
MischiefSC, on 21 May 2017 - 07:34 AM, said:
It's more balanced than it was, at least assuming you're making good skill tree choices. There's a real cost to heavies and assaults now vs mediums and lights.
If you want your mech to be as agile as it used to be, max the mobility tree. It's almost identical then.
S p a n i a r d, on 21 May 2017 - 07:57 AM, said:
Are people really disappointed that some heavier mechs are more maneuverable than others in the same weight class? This thing with the Summoner, Gargoyle, Exev, Linebacker seems to be PGI's way of making players think about playing them instead of the usual staple--TBR, KDK, MAD-IIC etc. Honestly, I'm ok with that since they are heavy(ier) mechs that are more agile than usual (maybe a niche/specialized mech? Idk), and the light/medium mechs used as comparison still moves according to their weight class.
I think people are using these maneuverable heavy/assault mechs to claim that the entire system is ****** up but actually it's just an excuse because the real reason is that their KDKs, TBRs and other favorite mechs got nerfed.
Wolfwood592, on 21 May 2017 - 09:49 AM, said:
I really don't think engine desync is going to "HURT" the arrival of new players.....WHY? Because it is all they will know. Right now we are dealing with a bunch of people who can't handle change, and especially that their precious 100 ton mech got slloooowwww. I personally still LOVE playing my Atlas, though I am not against change.
All the classes have trade-offs, it needs tweaking, but not as drastic as some people are saying.
Koniving, on 21 May 2017 - 10:10 AM, said:
I enjoy them more that they are slower, clumsier, etc. if I wanted twich mech combat I'd play Gundam.
But.. I'm not liking the mobility tree.
To get anything I have to accept hard brake. I don't want hard brake.
I definitely don't want so much of it.
...
And don't forget people who liked this posts, i guess we can count them too.