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Is Ghost Heat Really What Holds The Night Gyr Back?


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#61 Nema Nabojiv

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Posted 13 February 2018 - 01:53 PM

A thought on what makes a good mech.

I looked through all my mechs I consider good or bad, and came up with this - they can all be described as having three major characteristics:
- Firepower - ability to do damage due to the number of hardpoints and their location
- Armor - ability to take incoming damage due to armor quirks or hitboxes
- Mobility - ability to move with sufficient speed for its class and to effectively peak and retreat without taking return damage

And those three interlinked with each other, but still distinguishable.

Now if we look at the mechs commonly considered 'good', it will be apparent they all have two of the three at some prominent level and one being lackluster:
Annihilator - +firepower+armor; -mobility
Mad Cat/MarauderIIC/Battlemaster - +firpower+mobility; -armor
Assassin/Bushwacker/Crab/Wolfhound - +mobility+armor; -firepower

If a mech have only one prominent characteristic to it, chances are it is mediocre to bad:
Direwolf/NightGyr/NovaCat - firepower only
All kinds of oversized lights - mobility only
Atlas/Highlander/BlackKnight - armor only

As a conclusion - I found a rule of how not to buy bad mechs ever again.

Edited by Nema Nabojiv, 13 February 2018 - 01:53 PM.


#62 Khobai

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Posted 13 February 2018 - 01:54 PM

If theyre not adding x3 PPC/Gauss to the game

then they need to unnerf the agility on the Night Gyr

its okay for it to be less agile than a baseline 75 tonner. But at least make it pilot like a baseline 80-85 tonner.

right now its agility is set in between a 95 and 100 ton mech. Thats ridiculous.

Edited by Khobai, 13 February 2018 - 02:02 PM.






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