Varying Up Agility Stats
#1
Posted 07 August 2018 - 10:45 PM
Or for other examples, have notorious urban brawlers like urbies and hunchies get great deccel and torso twisting but bad accell and turning. Here is an example spreadsheet for different weight classes. https://docs.google....#gid=2071502881
I am not proposing those numbers be used, they are only meant to serve as an example for what kind of variation we might want to see.
What do you guys think? Would this be a fun way of giving mechs more unique feels?
#2
Posted 07 August 2018 - 11:20 PM
a direwolf cant even accelerate out of an artillery radius in time
youre guaranteed to get hit which is just plain dumb
#3
Posted 08 August 2018 - 01:40 AM
Almost every mech has the exact same ratio of torso twist speed to turn rate: namely torso twist is from 1.785-1.805 times faster than turning speed. The King Crab and Assassin are the only outliers with higher ratios and the Black Lanner is the only chassis with a lower ratio (its turning rate was buffed) (also, three individual variant are lower as well). You can check all the numbers here: https://docs.google....#gid=1393526485
Edited by Cato Zilks, 12 August 2018 - 01:44 PM.
#4
Posted 08 August 2018 - 01:53 AM
"It may be worth testing a few methods in the PTS that Paul mentioned, but legibility of the Abilities in the UI as well as consistency with overall performance behavior is always a concern. For example, I've often considered experimenting with the mobility performance curves On 'Mechs to get somewhat different behavior depending on the different 'Mechs. But this presents a few challenges. For example, lets say I reduced the Atlas' low speed maneuverability from where it was now, but gave it back as better mobility at higher speeds. The net effect would result in more mobility at higher speeds, but as the mobility values are often averaged in the UI for many 'Mechs, the numeric number provided would not paint an accurate picture at a glance. You would have to rely more on the mobility performance curve charts to form a more accurate idea in how the 'Mech performs. This also leads to consistency concerns with how values scale in the skill tree. If a 'Mech has better turn radius, but lower Accel / Decel, the progressive nature in the way that the skills are arranged means that progression would be slow going for any Accel / Decel skill investments, but Turn Radius nodes become that much more potent.
Overall none of this is bad in theory, but when we did Engine De-sync we deliberately stuck to the bounds of how things where already functioning in-game to keep things fairly consistent. Both in how players expected 'Mechs to operate going into it as well as to keep skill tree progression consistent between all of the attributes. Since we are still looking into changes to take into PTS on this front I wouldn't mind getting opinions on if any of this sounds like it's worth testing on PTS. We've had enough time away from the older system that I wouldn't mind experimenting with ways to make the handling on each 'Mech feel more unique. But this will mean more reliance on viewing the performance curves to get a more accurate picture of how a 'Mech handles, and it will mean skill tree investments may be weighted differently depending on how far a 'Mech deviates from the baseline template. So by all means sound off if you have an opinion on that front."
Obviously, he lays out the natural consequences for this style change and adds a lot more nuance to the information and how to look at turning radii. So the question really is, are you all interested in have the mechs agility stats more nuanced for the chassis instead of being more cut and paste by weight? Do you want your mechs to pilot differently from each other?
#5
Posted 12 August 2018 - 01:42 PM
#6
Posted 12 August 2018 - 05:11 PM
Cato Zilks, on 08 August 2018 - 01:40 AM, said:
Almost every mech has the exact same ratio of torso twist speed to turn rate: namely torso twist is from 1.785-1.805 times faster than turning speed. The King Crab and Assassin are the only outliers with higher ratios and the Black Lanner is the only chassis with a lower ratio (its turning rate was buffed) (also, three individual variant are lower as well). You can check all the numbers here: https://docs.google....#gid=1393526485
Wow, the KDK-3 was hit brutally with moblity. Did not know the victor has a edge over the HBKIIC as far as agility goes , I rarely use assaults. Still bitter over the nerf to HBKIICs agility . I used to SRM brawl in the B variant now its a ATM boat, yay... Just means instead of brawling I will hit harder to make up for it , something PGI did not intend I imagen.
Edited by Number767, 12 August 2018 - 05:16 PM.
#7
Posted 12 August 2018 - 06:03 PM
Giving each chassis a different mobility profile allows Chris to directly hit certain mobility stats to reign in over-performing mechs while still not making certain play styles obsolete for the chassis. Night Gyr is a great example of this, its dual Gauss poptarting supremacy lead to a mobility nerf... which slightly affected dual Gauss builds but crippled the mech's ability to brawl.
#8
Posted 12 August 2018 - 06:15 PM
Edit: Torso twist angle is also an important variable. Less than 90 degrees feels like a nerf.
Edited by TheCaptainJZ, 12 August 2018 - 06:17 PM.
#9
Posted 12 August 2018 - 07:11 PM
#10
Posted 13 August 2018 - 01:28 PM
MechaBattler, on 12 August 2018 - 07:11 PM, said:
So some mechs will see reductions in stats, but I am not sure that will be a loss. Take the Nova that in TT has a no torso twist quirk because the mech's legs connected to the shoulders. We could massively boost its turning ability while nerfing its torso twist. The net result is not a loss in regards to the ability to quickly turn to face the enemy or to shield one side of the mech, its just that in the Nova you would have to turn your feet to do this quickly as opposed to... i don't know... a Huntsman. The change to the Nova could be a net buff in terms of the mechs ability to turn its torso, just by different means.
Edited by Cato Zilks, 13 August 2018 - 01:31 PM.
#11
Posted 13 August 2018 - 02:36 PM
It'll be far more important to get each chassis placed within the entire mech spectrum, e.g. fixing engine desync, before flavoring individual variants further.
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