Nema Nabojiv, on 28 January 2018 - 01:36 PM, said:
Dragon and Quickdraw. But those two were really bad for a long time and so they got mobility and armor quirks to compensate. And being heavy means they are getting matched by another heavy in the opposing team, so they kinda need some redeeming qualities.
55 tonners were never as bad as those two in their weight class, hence no godlike quirks. As a matter of fact, most 55 tonners are pretty good for a medium mech.
Just to make sure we aren't talking past each other, my position is that different tonnage mechs should be competitive, and it should not be the general case that heavier is better. My position also is that the goal should be to make all mechs viable. That's a win/win, because:
- It balances the game, and increase variety, which competitve players want. And a large portion of non-competitve players want this, too.
- It ensures that more of the game's assets are used by players, so that the work of PGI's artists and engineers doesn't just collect dust in players' mech bays.
- It increases the chances of new player retention, because even if McMechN00b buys a brand new mech at random based on the fact that he thinks it looks cool, as long as 90+% of mechs are viable, then even a randomly-purchased mech has a 90+% chance of being viable. As opposed to the opposite situation where 80+% of mechs are sub-par, and then McMechN00b randomly buying a mech has an 80+% chance of using a disadvantaged robot on top of struggling to learn how to play the game, which just increases the chances that he'll get seal-clubbed, and eventually quit the game.
For me, it's really that last point#3 which PGI should wake up to. It's in the interests of their bottom line to balance the robots because that gets more people staying to play the game (not just trying it for a few months and quitting in disgust), and gets more people buying more of the robots being offered.
That extra funding could then allow them to actually achieve some of the more ambitious goals they've advertised, which would then please a great number of old veterans who were really looking for more than just an arena instant-action-style video game.
(Edit:) Um, it seems that numbered lists don't render properly? It shows up as a bulleted item list, but in the editor it shows up correctly as a numbered list. Anyone have the same problem or know the solution?
OK, so I edit this because I realize I digressed a bit from addressing your specific point. What I mean is that, I think where the Dragon is now is in a good place (I dunno about the Quickdraw), considering that we actually saw the Dragon get used in MWOWC 2017. So my position is that other mechs ought to be brought
up to that level. I think that agility is a fantastic place to give mechs buffs, because it raises the skill ceiling for those mechs, it's not just passive durability from armor/structure quirks, the player has to actively use that agility to survive.
Another example I'll throw in is the Atlas. I calculated the minimum agility it would need to spread incoming damage, assuming you also put in maximum skill tree points for agility. It would be something like 44 deg/sec turn rate, 22.5 acce/decel, and torso twist to 90 deg/sec. If you put in full skill tree investment, it would end up at 55 deg/sec turn rate, 28 acce/decel, and torso twist speed to 112 deg/sec. It could occlude its torso sections in a little over half a second, and juke fast enough to make incoming fire land on an adjacent hitbox instead of the intended hitbox. That basically requires doubling the current accel/decel values, and increasing turn rate by about 35%, and increasing torso twist speed by about 50%.
Edited by YueFei, 28 January 2018 - 03:41 PM.