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100Ton Twist Speed


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#1 Pahrias

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Posted 10 June 2017 - 05:17 AM

Anyone know if there are any plans to change (I.E. increase) the twist speed of 100 tonners?

I do just mean the twist speed. Im happy to be slow to start, slow to stop and even slow to turn, it is 100t after all, but the twist speed is really killing me. brawling is kinda all about twisting so that slow twist, taking 2+ seconds, really hurts.

Ive honestly done better in my SRM brawler AWS 8R, than my Atlas (any variant) even with max mobility. Incidentally, the AWS 8R has almost no points in the mobility tree. Hell even the cyclops, which is only ten tons lighter, twists way faster.

Maybe they could increase the Torso twist gains from the skill tree for assault mechs in a similar way to the armor for the lights?

P.S. I know this has been mentioned before, but that post focused more on overall agility. Im more concerned about the twist speed.

#2 El Bandito

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Posted 10 June 2017 - 05:38 AM

No plans, but PGI said they are keeping an eye on the new skill tree, engine decoupling and adjust as necessary.

#3 Kiiyor

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Posted 10 June 2017 - 05:39 AM

View PostPahrias, on 10 June 2017 - 05:17 AM, said:

Anyone know if there are any plans to change (I.E. increase) the twist speed of 100 tonners?

I do just mean the twist speed. Im happy to be slow to start, slow to stop and even slow to turn, it is 100t after all, but the twist speed is really killing me. brawling is kinda all about twisting so that slow twist, taking 2+ seconds, really hurts.

Ive honestly done better in my SRM brawler AWS 8R, than my Atlas (any variant) even with max mobility. Incidentally, the AWS 8R has almost no points in the mobility tree. Hell even the cyclops, which is only ten tons lighter, twists way faster.

Maybe they could increase the Torso twist gains from the skill tree for assault mechs in a similar way to the armor for the lights?

P.S. I know this has been mentioned before, but that post focused more on overall agility. Im more concerned about the twist speed.

While I think the nerfs went too far, i'm also enjoying a clearer role differentiation for assaults. They need support from faster mechs now, and they aren't the one man armies that they used to be.

#4 Pahrias

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Posted 10 June 2017 - 06:02 AM

Thanks El bandito. fingers crossed for the coming months then.

And agreed Kiiyor, for the most part i do like these changes too. the turn speed on almost all assaults leaves them very vulnerable to lights. After all, you can only twist so far. But the atlas (which is my main concern) has always primarily been a brawler (or should be) and thats where twisting is key. the current speed relegates you to face tanking, or slow wiggling. not nearly as helpful in a flatout slug fest, as getting those arms to soak that damage.

Edit: i guess the other option ive seen mentioned could be to seriously buff the amount of armour they have, but it would have to be massive amounts to make a meaningful difference. (when you consider the very high alpha some mechs can have) id prefer to just be able to get those arms in play again.

Edited by Pahrias, 10 June 2017 - 06:12 AM.


#5 Imperius

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Posted 10 June 2017 - 06:33 AM

PGI does not want you to buy or play 100 ton anymore. R.I.P. 100 ton mechs you will be missed!

#6 cazidin

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Posted 10 June 2017 - 07:11 AM

View PostEl Bandito, on 10 June 2017 - 05:38 AM, said:

No plans, but PGI said they are keeping an eye on the new skill tree, engine decoupling and adjust as necessary.


Isn't that PGI code for "We'll get to it in about 6 months"?

#7 Monkey Lover

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Posted 10 June 2017 - 07:19 AM

Yep 100ton mechs are not useable for brawling for me. I can't believe how much better a 95 ton banshee and exe are compared to them. I really shouldn't say this out loud as they might fix this by nerfing the 90-95 ton mechs :P

#8 El Bandito

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Posted 10 June 2017 - 08:41 AM

View Postcazidin, on 10 June 2017 - 07:11 AM, said:

Isn't that PGI code for "We'll get to it in about 6 months"?


If we are lucky.

#9 Tezcatli

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Posted 10 June 2017 - 09:15 AM

100 ton mechs don't gain as much from the survivable tree, unless they have quirks. And scale poorly with the mobility tree. If they can't at least twist to spread damage. What are they supposed to do? It's not like assaults were prancing and spinning across the battlefield. Heavies were the mechs that had all around too good performance. 100 ton performance rests at a very bad spot. Throw them a bone PGI.

#10 DrxAbstract

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Posted 10 June 2017 - 09:45 AM

Assault Turning and Torso Twist speeds could, in general, use a slight boost--maybe 5-7%. My biggest peeve with how they handled the decoupling was the relatively large loss of Acceleration and Deceleration across the board for Assaults. Unlike Turn/Twist, it has a limited effect on actual agility, which is good because they are still vulnerable to smaller, faster opponents... But their ability to join the fight, position themselves and keep up with team movement is where Accel/Decel fits into the picture, and their abysmally low numbers in those areas serves as an unnecessary hindrance... More so when the tree designed to improve upon these areas leaves something to be desired.

I'm not keen on the return of the fat ballerinas and I think their agility is pretty much where it should be, but a baseline increase of at least 15-20% for our 100 Tonner's Acceleration/Deceleration prior to Skill Tree investment is a much-needed adjustment.

#11 Angel of Annihilation

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Posted 10 June 2017 - 09:53 AM

The problem is that overdid it on the 100 ton mechs. Their overall mobility profile is roughly half or less of what all the other Assault mechs have. Half is a really big number. To put that into perspective, it takes my Spirit Bear a full 3 seconds, to stop and hit full reverse speed using MASC. Obviously for the other Kodiaks it would take longer, lets say 4 seconds.

Now lets say you round a corner in you KDK and see 5 enemy mechs in a perfect firing line. You try to retreat to cover so you hit full reverse and only after 4 seconds have elapsed do you manage to get back into cover. Of course the combined firepower of 5 enemy mechs is what, 250-300 points of potential damage per alpha? So an average Kodiak would probably take at least 2 alphas in that 4 seconds.

Now lets do the same thing in any other Assault mech. With them the maximum exposure time in the same situation would maybe be 2.2 seconds and some maybe even around 1.5 seconds and a 90-95 tonner will have almost the same defensive capability as a 100 tonner. These mechs will take half or less the damage trying to get back into cover.

So as you can plainly see, 100 tonners are massively punished under the new system. Personally I think it, just like the Clan UAC nerf, was done to dial back the power of the KDK-3 and the other 100 ton mechs just got caught up the mix.

#12 Xetelian

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Posted 10 June 2017 - 10:54 PM

I've tried to argue that we need better mobility and agility on the 100 tonners other than the KDK 3 but no one gives a crap.

#13 Shifty McSwift

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Posted 10 June 2017 - 11:01 PM

Arm mobility is still pretty good on KDKs and the like, but its noticable when you are using torso hardpoints, which for most kdks, is most of their damage.

Fundamentally it comes down to design choices, and I personally am fine with the idea that the KDK is the fastest moving 100 ton assault with average to terrible mobility. It just doesn't seem fine when something like the direwolf as the slowest 100 ton mech, also gets terrible agility etc.

#14 Angel of Annihilation

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Posted 10 June 2017 - 11:01 PM

View PostXetelian, on 10 June 2017 - 10:54 PM, said:

I've tried to argue that we need better mobility and agility on the 100 tonners other than the KDK 3 but no one gives a crap.


But you can't really give it to the other 100 tonners without giving it to the Kodiak too. Or I guess you could, I mean just look at the Night Gyr which has the same acceleration/deceleration rate of the 2nd worst Assault Mech in the game, but it is really a big FU to Kodiak owners.

#15 Xetelian

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Posted 10 June 2017 - 11:41 PM

View PostViktor Drake, on 10 June 2017 - 11:01 PM, said:


But you can't really give it to the other 100 tonners without giving it to the Kodiak too. Or I guess you could, I mean just look at the Night Gyr which has the same acceleration/deceleration rate of the 2nd worst Assault Mech in the game, but it is really a big FU to Kodiak owners.


Yes they can, the CN9s don't all have the same agility, the D has better agility than the AH and A.

They have completely different agility for same chassis but different variants.

Edited by Xetelian, 10 June 2017 - 11:50 PM.






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