

100Ton Twist Speed
#1
Posted 10 June 2017 - 05:17 AM
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
Posted 10 June 2017 - 05:38 AM
#3
Posted 10 June 2017 - 05:39 AM
Pahrias, on 10 June 2017 - 05:17 AM, said:
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
Posted 10 June 2017 - 06:02 AM
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
Posted 10 June 2017 - 06:33 AM
#7
Posted 10 June 2017 - 07:19 AM

#9
Posted 10 June 2017 - 09:15 AM
#10
Posted 10 June 2017 - 09:45 AM
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
Posted 10 June 2017 - 09:53 AM
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
Posted 10 June 2017 - 10:54 PM
#13
Posted 10 June 2017 - 11:01 PM
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
Posted 10 June 2017 - 11:01 PM
Xetelian, on 10 June 2017 - 10:54 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.
#15
Posted 10 June 2017 - 11:41 PM
Viktor 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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