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Lets Be Honest: Skilltree, Ttk And Agility


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#61 MechaBattler

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Posted 21 May 2017 - 11:19 AM

View PostB3R3ND, on 21 May 2017 - 01:00 AM, said:

I will be honest, upfront i wasnt really looking forward to the skilltree but now that we have it i have to say tinkering with it, figuring out optimal paths and testing its effects has been interesting and entertaining. Build diversisty is greatly improved. Perhaps it needs some tuning and tweaking but so far job well done!

The global nerf on cooldown, heat efficiency and hit on agility (accel / decel, turn & twist) is however a big negative impact on the gameplay. Across the board all mechs basically became a lot more clumsy, sluggish and a lot less enjoyable to pilot.

Altough the skilltree has a good effect on mech customisation, the global nerf on a mech performance makes the game just plain out boring... Im not really enjoying MWO and its current gameplay at all!


Some mechs lost out. Some mechs actually gained a new lease on life. Wolverines are far more agile than they were before.

#62 Mawai

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Posted 21 May 2017 - 11:32 AM

View PostKoniving, on 21 May 2017 - 10:10 AM, said:


...

Hard brake though... makes it difficult for any mech to climb hills. Try it. Take a mech you haven't skilled, climb some steep hills. Then trick out hard brake.
Bye bye hill climbing abilities. Sure you can take the hill climbing quirks... but I don't want to spend skill points to make up for problems that other skill points created.


If that is the case then BUG REPORT IT. You've been playing long enough to realize that PGI can often implement things without being aware of unintended consequences. There is no way that the hard brake skill should have ANY effect on how quickly the mech slows down encountering terrain. It should only affect player initiated slow downs where the throttle is adjusted. This is one line of code to check whether the throttle is full and and if it is then do NOT apply any hard brake modifiers. There are probably a lot of other ways to fix it too but that would be the easiest first cut.

Anyway, hard brake should not negatively impact the ability of a mech to climb hills. If it does then that is a BUG and should be reported with examples to PGI ... if you have a video then send that :) ... take some screen shots of trying to climb a hill on the same map with and without hard brake and show the change in speed that results.

#63 Koniving

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Posted 21 May 2017 - 11:42 AM

View PostMawai, on 21 May 2017 - 11:32 AM, said:


If that is the case then BUG REPORT IT. You've been playing long enough to realize that PGI can often implement things without being aware of unintended consequences. There is no way that the hard brake skill should have ANY effect on how quickly the mech slows down encountering terrain. It should only affect player initiated slow downs where the throttle is adjusted. This is one line of code to check whether the throttle is full and and if it is then do NOT apply any hard brake modifiers. There are probably a lot of other ways to fix it too but that would be the easiest first cut.

Anyway, hard brake should not negatively impact the ability of a mech to climb hills. If it does then that is a BUG and should be reported with examples to PGI ... if you have a video then send that Posted Image ... take some screen shots of trying to climb a hill on the same map with and without hard brake and show the change in speed that results.

It's as much a bug as Artemis enhancing Streak lock on times...
Meaning it is a bug, it is unintended, PGI is aware of it, and PGI cannot do anything about it without reinventing the code for it.
The Artemis enhancing Streak lock on time by 25% has been known since closed beta.
No fixes yet.

Though I do merit your enthusiasm about reporting the bug.

For them to actually fix it, they would have to change the movement code to distinguish "Braking" from "Decelerating." Which means we will probably need a separate brake button, or trying to reduce speed might feel kinda weird. Thankfully we already have a brake button called "X".
Alternatively they could go another route that distinguishes hill climbing from normal movement, but this is pretty unlikely.

This is akin to fixing the Artemis enhancing Streaks, they would have to create a separate lock system for Streaks as opposed to LRMs, but if they go that far they should give SRMs their own lock system too because SRMs are NOT unguided. That's MRMs and "Dead Fire" ammo for LRMs and SRMs.

But after 5 years of knowing the bug is there... nada.

Edited by Koniving, 21 May 2017 - 11:50 AM.


#64 B L O O D W I T C H

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Posted 21 May 2017 - 11:51 AM

View PostZigmund Freud, on 21 May 2017 - 08:39 AM, said:

Well, there are different people and opinions. ITT a lot of people say they like this change, for instance.


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.

#65 Rehspuhkuh

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Posted 21 May 2017 - 11:59 AM

View PostBush Hopper, on 21 May 2017 - 10:02 AM, said:


No one complains when there is variety within a weight class. Heck, let an agile assault behave like a heavy and no one would care. However, if a mech behaves better than some mechs two classes lower in the weight chain, then something is really wrong.


The Gargoyle needs to match the nimbleness of some mediums because it carries the payload of one. It doesn't have much else going for it besides agility. Take away that niche and there's no reason to field it, it'd just be another lumbering assault that's sluggish in addition to being out-gunned by everything in its' weight class and the majority of the one below. You can easily go in game and strip a Garg of all its' weapons and equipment and you'll come out to 20 tons free. Load up a Stormcrow or a Huntsman and you'll get 23. After dropping 30 tons you end up gaining more tonnage for weapons while dumping most if not all of the Garg's negative characteristics while also preserving or surpassing its' mobility.

How the Garg all of a sudden is getting noticed as some sort of ridiculous agility demon escapes me when it has always been this nimble yet has always struggled to perform despite it. The thing actually used to be more nimble last patch, it actually got worse since it was crutching on a bulky 400XL which got dialed back with the engine desync. I'm really surprised that the Linebacker turned out as well as it did when it shares a similar niche and is overall more successful at it, but has yet to garner the same animosity.

Edited by Rehspuhkuh, 21 May 2017 - 11:59 AM.


#66 Mawai

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Posted 21 May 2017 - 12:16 PM

View PostKoniving, on 21 May 2017 - 11:42 AM, said:

It's as much a bug as Artemis enhancing Streak lock on times...
Meaning it is a bug, it is unintended, PGI is aware of it, and PGI cannot do anything about it without reinventing the code for it.
The Artemis enhancing Streak lock on time by 25% has been known since closed beta.
No fixes yet.

Though I do merit your enthusiasm about reporting the bug.

For them to actually fix it, they would have to change the movement code to distinguish "Braking" from "Decelerating." Which means we will probably need a separate brake button, or trying to reduce speed might feel kinda weird. Thankfully we already have a brake button called "X".
Alternatively they could go another route that distinguishes hill climbing from normal movement, but this is pretty unlikely.

This is akin to fixing the Artemis enhancing Streaks, they would have to create a separate lock system for Streaks as opposed to LRMs, but if they go that far they should give SRMs their own lock system too because SRMs are NOT unguided. That's MRMs and "Dead Fire" ammo for LRMs and SRMs.

But after 5 years of knowing the bug is there... nada.


Sigh :) ... that is PGI. Personally, I have considered the Artemis and streaks issue to be more of a feature than a bug, perhaps an unintended positive side effect. In the case of the IS who only have SSRM2 so far ... it isn't much of an issue. (though clan streak boats should install Artemis by default :)).

On the other hand, having hard brake make it harder to climb hills is clearly a bug. Perhaps it really is too hard for PGI to fix ... but I'd find it surprising if there wasn't some fix that could be made.

#67 Koniving

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Posted 21 May 2017 - 12:42 PM

View PostMawai, on 21 May 2017 - 12:16 PM, said:


Sigh Posted Image ... that is PGI. Personally, I have considered the Artemis and streaks issue to be more of a feature than a bug, perhaps an unintended positive side effect. In the case of the IS who only have SSRM2 so far ... it isn't much of an issue. (though clan streak boats should install Artemis by default Posted Image).

On the other hand, having hard brake make it harder to climb hills is clearly a bug. Perhaps it really is too hard for PGI to fix ... but I'd find it surprising if there wasn't some fix that could be made.

I never said it'd be a hard fix. They could probably just distinguish when hard brake does and doesn't trigger rather than simply If Decelerating, SLAM THE BRAKES!, it could be if decelerating and player intends it via keyboard entry, "SLAM THE BRAKES", otherwise, do not slam the brakes.

So super easy in theory.
If they want to be bothered is the question... or if they might be too busy at the moment.

I welcome twitter-nuts go shove it around Russ or other developers to see if something happens. If you happen to send it to Paul's twitter, please include the word "*******." His affinity for the word parallels on disturbing and has made a lasting first impression.

I know if they ever separate LRM and Streak lock mechanics, there'd be a whole new level to balancing that could play out as a result.

#68 MischiefSC

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Posted 21 May 2017 - 12:46 PM

View PostKoniving, on 21 May 2017 - 10:18 AM, said:

Side note, it also seems that the Pretty Baby was forgotten in quirks, or more specifically the pilot who was "one with the machine", whom was known for 'skipping' in an Awesome across a battlefield as a method of evading LRMs. Skipping.


This is me skipping, back when the Pretty Baby came stock with great acceleration and terrible brakes.
Posted Image
But quirks just stopped caring about who we are.


New Decals needed -

70s head band and porn 'stache.

So my mech can be as cool as the Skipper.

#69 Queen of England

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Posted 21 May 2017 - 12:47 PM

View PostKoniving, on 21 May 2017 - 11:42 AM, said:

It's as much a bug as Artemis enhancing Streak lock on times...
Meaning it is a bug, it is unintended, PGI is aware of it, and PGI cannot do anything about it without reinventing the code for it.
The Artemis enhancing Streak lock on time by 25% has been known since closed beta.
No fixes yet.

Though I do merit your enthusiasm about reporting the bug.

For them to actually fix it, they would have to change the movement code to distinguish "Braking" from "Decelerating." Which means we will probably need a separate brake button, or trying to reduce speed might feel kinda weird. Thankfully we already have a brake button called "X".
Alternatively they could go another route that distinguishes hill climbing from normal movement, but this is pretty unlikely.

This is akin to fixing the Artemis enhancing Streaks, they would have to create a separate lock system for Streaks as opposed to LRMs, but if they go that far they should give SRMs their own lock system too because SRMs are NOT unguided. That's MRMs and "Dead Fire" ammo for LRMs and SRMs.

But after 5 years of knowing the bug is there... nada.

They do fix stuff like this occasionally - a while back they fixed the issue where leg structure quirks increased falling damage (since falling damage was calculated as a percentage of your leg structure). Obviously, that isn't the norm for PGI with these low-priority long term issues.

#70 Zigmund Freud

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Posted 21 May 2017 - 12:59 PM

View PostToha 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.

View PostDogstar, 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.

View PostBush 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.

View PostZigmund 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.

View PostShifty 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.

View PostMechwarrior1441491, 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.

View Post2xShockFist, 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.

View PostNightmare1, 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!

View PostStefka 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

View PostMischiefSC, 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.

View PostS 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.

View PostWolfwood592, 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.

View PostKoniving, 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.

#71 Coolant

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Posted 21 May 2017 - 01:23 PM

View PostB3R3ND, on 21 May 2017 - 01:00 AM, said:

The global nerf on cooldown, heat efficiency and hit on agility (accel / decel, turn & twist) is however a big negative impact on the gameplay. Across the board all mechs basically became a lot more clumsy, sluggish and a lot less enjoyable to pilot.


You should give specific examples because it is simply not true that all mechs became a lot more clumsy and sluggish. Some mechs base agility is very high. You should study Deathlike's reference sheet https://mwomercs.com...ference-sheet/. I've completely ignored putting any Skill Points on some mechs that didn't need it because their overall agility seems to be at least equal to what they were before.

But, you are ignoring one of the main features of the Skill Tree and that is choice. OP, have you invested heavily in the Mobility tree? That's 7.5% speed tweak (same as before), +24.5% Acc/Dec, +25% Turn Rate, +10% Torso Yaw (called Twist in MW4), +10% Pitch (called Elevation in MW4), +21% Torso Twist Speed. The only mech so far to seem more sluggish is the Hunchback IIC and only it's turn rate. Other than that I don't notice any changes, and in fact seem to have improvements because I reference the base mech agilities and invest heavily in the mobility skill tree.

#72 Koniving

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Posted 21 May 2017 - 01:38 PM

View PostQueen of England, on 21 May 2017 - 12:47 PM, said:

They do fix stuff like this occasionally - a while back they fixed the issue where leg structure quirks increased falling damage (since falling damage was calculated as a percentage of your leg structure). Obviously, that isn't the norm for PGI with these low-priority long term issues.

Was about to say I'm not sure how that would happen unless it was a percentage (trying to figure it out as I'm reading it).

And true. This is, relatively, a minor issue unless you like climbing mountains, but to put it mildly I enjoyed doing this..

Except I did it with my Awesome after nobody else could do it, and I loved it.
Of course... there isn't anyway to get negative brakes now... :( So I definitely won't get close to this anymore.

#73 Old-dirty B

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Posted 21 May 2017 - 01:43 PM

View PostCoolant, on 21 May 2017 - 01:23 PM, said:


You should give specific examples because it is simply not true that all mechs became a lot more clumsy and sluggish. Some mechs base agility is very high. You should study Deathlike's reference sheet https://mwomercs.com...ference-sheet/. I've completely ignored putting any Skill Points on some mechs that didn't need it because their overall agility seems to be at least equal to what they were before.

But, you are ignoring one of the main features of the Skill Tree and that is choice. OP, have you invested heavily in the Mobility tree? That's 7.5% speed tweak (same as before), +24.5% Acc/Dec, +25% Turn Rate, +10% Torso Yaw (called Twist in MW4), +10% Pitch (called Elevation in MW4), +21% Torso Twist Speed. The only mech so far to seem more sluggish is the Hunchback IIC and only it's turn rate. Other than that I don't notice any changes, and in fact seem to have improvements because I reference the base mech agilities and invest heavily in the mobility skill tree.


Sure some mechs got boosted, but in general accross the board all mechs were nerfed in accell, decell, torso speed, turn rate, heat efficiency and cooldown - to "slow down" gameplay and to increase ttk.
Im sure there will be people that like that, and vice versa - anyway im not really enjoying it and my mind has already been at playing different games instead...

Edited by B3R3ND, 21 May 2017 - 01:51 PM.


#74 Haazheel IIC

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Posted 21 May 2017 - 01:50 PM

I was sceptic about the skill tree but after intens testing and building i kinda like it! After several adjustments i have my mechs like i want them, even a bit more "specialized" than bevor. Spent a lot of gsp to respec but its entertaining and something new.
PGI, you could really give us some training possibility bevor we buy the skills, would be appreciated!

#75 Imperius

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Posted 21 May 2017 - 02:50 PM

View PostBush Hopper, on 21 May 2017 - 09:48 AM, said:


You cannot leg a Javelin and say light players are the worst...oh the irony

The javelin died...

You missed the point I know my role!

You scouts don't know yours at all!

I'm lucky to hear a single light call out an enemy position ever in group queue mind you!

#76 sycocys

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Posted 21 May 2017 - 03:44 PM

Noticed there was an event on so I played a few more matches to finish up the majority of the rewards.

I used 4 mechs, 1 of each class to get the kills and dropped unskilled before throwing weapons/sensor/half op-agil quirks on - pretty near the same exact setup for all the mechs so the arcade boost was pretty level.

Unskilled - the mechs moved and had caps that made this game feel more like a sim. The builds I had on the mechs still functioned reasonably well but actually had to control heat and position.

Skill - uggg, arcade mode engaged. Mechs lost that feel of having a weight that gave them some uniquness, barely needed to control my fire unless I ghost heated a bunch, even minor agility buffs (mostly just accel) meant I didn't really have to plan my positions out.
---
No tree was a way better feel for the game, it wasn't twitchy you had to actually think about your positioning, mechs didn't move around like the game was on hyper mode. Possibly the best thing was that if you were running high alpha builds you actually had to control your fire into groups -- even if you had 1.4 on heat to begin with.

It sure felt a lot more like a mech sim game where you really had to strategize how you approached your opponent.

#77 Mister Blastman

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Posted 21 May 2017 - 03:49 PM

You can add pts to agility tree if you're worried about your robit being slow. Remember, these are giant death machines, so they should respond accordingly.

Edited by Mister Blastman, 21 May 2017 - 03:49 PM.


#78 InspectorG

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Posted 21 May 2017 - 03:49 PM

View PostKhobai, on 21 May 2017 - 01:14 AM, said:

The game feels inconsistent to me

You have some heavies that are more agile than lights

You have some lights that pilot like assaults

You can have two different assaults which have huge disparities in how agile they are

Its a damn mess.


Agreed.

#79 Weeny Machine

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Posted 22 May 2017 - 05:29 AM

View PostImperius, on 21 May 2017 - 02:50 PM, said:

The javelin died...

You missed the point I know my role!

You scouts don't know yours at all!

I'm lucky to hear a single light call out an enemy position ever in group queue mind you!


No, I don't miss the point.

As for the lights. You want role-warfare which is next to non-existant.

As for lights not telling the position of enemy troops. I nearly every game I am in someone (light or not) is giving info

#80 Imperius

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Posted 22 May 2017 - 07:02 AM

View PostBush Hopper, on 22 May 2017 - 05:29 AM, said:


No, I don't miss the point.

As for the lights. You want role-warfare which is next to non-existant.

As for lights not telling the position of enemy troops. I nearly every game I am in someone (light or not) is giving info

Usually the heavy and assaults are the ones who seem to communicate while the lights try to play COD...





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