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Cauldron Agility Pass Proposal

Balance Gameplay News

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#1 bear_cl4w

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Posted 02 May 2021 - 07:58 PM

Hello everyone IL ORSO AKA (bear_cl4w) here. As of recent the Cauldron has put together a proposition for an agility pass. The numbers can be seen at: https://www.mwocomp.com/patches.html But if you just want to know what those numbers mean, it's quite simple: 'Mechs are getting more mobile. Not in the sense of increasing the speed of an engine, but rather the surrounding stats such as Pitch, yaw, turn rate, and most importantly accel/decel.

There are few main results we are aiming at with this pass: Making 'Mechs more enjoyable to pilot again, as they were in the past (before the mobility nerfs in 2015 & 2016), Increase the viablity and usability of underperforming Mechs, and finally increase TTK and average match time, as 'Mechs will be able to mitigate damage through faster torso twisting and peeking.

Once you've had a look at the proposal, we would love to hear your feedback about our work in this thread. [#timberwolfisback]

Edited by IL ORSO, 02 May 2021 - 08:05 PM.


#2 pattonesque

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Posted 02 May 2021 - 08:01 PM

I'm extremely happy about the changes to brawlers like the Atlas and Spirit Bear. Those mechs need twist agility so they can force the other team to chew through every inch of their armor and it looks like they got it

#3 SirEpicPwner

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Posted 02 May 2021 - 08:05 PM

Can't wait to use mechs that were otherwise decent but held back by poor mobility, such as the Timber.


#4 Darian DelFord

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Posted 02 May 2021 - 08:05 PM

So once again a 100 ton mech will be able to face its rear in less than 1 second?

#5 justcallme A S H

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Posted 02 May 2021 - 08:06 PM

Atlas and Spirit Bear going to be great again and not total dump-trucks?

Yes please.

#6 dario03

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Posted 02 May 2021 - 08:14 PM

View PostDarian DelFord, on 02 May 2021 - 08:05 PM, said:

So once again a 100 ton mech will be able to face its rear in less than 1 second?


Some have gone up quite a bit, some have not. Dires and most annis are still slower than a current Atlas. Atlases themselves went up quite a bit.

#7 Heavy Money

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Posted 02 May 2021 - 08:15 PM

Great to see the changes, especially on Atlas and Spirit Bear, and on the various Clan Heavy Omnimechs (especially Timberwolf.)

I feel that the Marauder II could use a little more. Given how much less firepower it has than other 100 tonners, it ought to have even more mobility over them (unless you are planning to make up its deficiencies through quirks. I know its all complicated.)

#8 justcallme A S H

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Posted 02 May 2021 - 08:19 PM

View PostHeavy Money, on 02 May 2021 - 08:15 PM, said:

Great to see the changes, especially on Atlas and Spirit Bear, and on the various Clan Heavy Omnimechs (especially Timberwolf.)

I feel that the Marauder II could use a little more. Given how much less firepower it has than other 100 tonners, it ought to have even more mobility over them (unless you are planning to make up its deficiencies through quirks. I know its all complicated.)


Stage 3 is the Quirk pass... MAD II and many others will get attention there as well.

And that's what people gotta remember here - there are still move balances, patches and adjustements to go.

#9 Darian DelFord

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Posted 02 May 2021 - 08:24 PM

View Postjustcallme A S H, on 02 May 2021 - 08:19 PM, said:


Stage 3 is the Quirk pass... MAD II and many others will get attention there as well.

And that's what people gotta remember here - there are still move balances, patches and adjustements to go.


And this is where I am starting to lose a bit of hope..... I have yet to see to many references about good things coming for lights. I know this is new to everyone and all.. I know that this is all up and the air, and I do appreciate all the work. However I just do not see how outside of MEGA buffs for most lights (which I am not advocating for) any type of balance will be achieved through the weight classes. Do not get me wrong, I know some do need help. But damn its a slaughterhouse out there at the moment with the weapons patch.

#10 The6thMessenger

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Posted 02 May 2021 - 08:25 PM

Oooh, Timby is back. Return of the King!

Also the Firestarter and Atlas can better look down now. I mean seriously why dafuq was that even a god damn thing?

EDIT:

Also the weapon patch though, I don't get the snubs. It is going to deal 8 damage or 11 damage? Because 1.5 + 1.5 + 8 = 11, or maybe it's just total of 8 damage?

Edited by The6thMessenger, 02 May 2021 - 08:40 PM.


#11 Heavy Money

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Posted 02 May 2021 - 08:36 PM

View Postjustcallme A S H, on 02 May 2021 - 08:19 PM, said:


Stage 3 is the Quirk pass... MAD II and many others will get attention there as well.

And that's what people gotta remember here - there are still move balances, patches and adjustements to go.


Yeah. I don't know how much these changes are made with the quirk changes in mind. I don't know if there's a wider vision for the Marauder II. If there isn't, then this agility is probably a bit low for it.

#12 Teenage Mutant Ninja Urbie

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Posted 02 May 2021 - 08:41 PM

on paper, quite a few changes at least look minor, to be honest.

I'm however hopeful that ingame it is not! looking forward to undust my spiritbear ;D


btw: fleas getting even quicker? oh boy.. guess I have to train my aim more^^

Edited by Teenage Mutant Ninja Urbie, 02 May 2021 - 08:41 PM.


#13 justcallme A S H

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Posted 02 May 2021 - 08:42 PM

View PostDarian DelFord, on 02 May 2021 - 08:24 PM, said:


And this is where I am starting to lose a bit of hope..... I have yet to see to many references about good things coming for lights. I know this is new to everyone and all.. I know that this is all up and the air, and I do appreciate all the work. However I just do not see how outside of MEGA buffs for most lights (which I am not advocating for) any type of balance will be achieved through the weight classes. Do not get me wrong, I know some do need help. But damn its a slaughterhouse out there at the moment with the weapons patch.


That is because the quirks are not done yet. They haven't been fully discussed internally to Cauldron so they aren't about to get posted public and potentially get taken well out of context or held to the "but you said it would be xxx", as that's what happens.

Suffice to say did you have issues in 2017? That is where the values are going back to, for the most part.

So if you didn't then, you won't now. Of course a shake up of values like this is going to take some relearning for everyone as a whole


#14 Nightbird

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Posted 02 May 2021 - 09:33 PM

If I remember 2017 correctly, the queue was 5-10% lights whereas today it is 10-15%. That been said, I don't mind if the light pilots club became more exclusive, we all know that the worse the pilot, the more tonnage needed to perform.

Edited by Nightbird, 02 May 2021 - 09:33 PM.


#15 Capt Deadpool

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Posted 02 May 2021 - 10:26 PM

I also played lights prior to 2017, and I play them now. Color me concerned that the elephant in the room indeed is, 'The light class is only intended for the guudest players and agility/hitbox sizes will never be adjusted sufficiently to attract more players away from the current meta of mediums/heavies/assaults.'

That being said, I have faith that if the planned light quirks prove insufficient to make them a more viable class for more people, that hitboxes/agility/speed adjustments will be taken into consideration by Cauldron folks.

Great post, Bear, and thank you to The Cauldron for your work thus far. This certainly should make piloting non-lights more exciting for players.

#16 kapusta11

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Posted 02 May 2021 - 10:34 PM

Assaults with physically big hitboxes, like Kodiak, Banshee, Awesome etc. should have 110 Deg/s torso speed, some of the mechs on the list still don't. Blood asp should've gotten 90 instead of 75. You got the idea. Mechs like Stalker, Marauders etc. don't count, obviously.

Slow assaults also shouldn't take more than 2 sec to reach full speed. Look at Cyclops, it takes 1,5 and no one complains about it being too fast. I'd honestly benchmark all mobility stats against Cyclops.

I don't understand the reluctance to buff KDK3 seeing how we already have MCII-B with better hitboxes and fast fully actuated ballistic arms.

Buffing pitch angle on mechs with primarily torso hardpoints and fatties that can be left behind makes sense, but mechs that put a portion of their weapons in the arms should probably be exempt from it. There's no need to meake a life of light mechs harder.

#17 LouisTerrin

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Posted 03 May 2021 - 12:01 AM

View PostDarian DelFord, on 02 May 2021 - 08:24 PM, said:

And this is where I am starting to lose a bit of hope..... I have yet to see to many references about good things coming for lights. I know this is new to everyone and all.. I know that this is all up and the air, and I do appreciate all the work. However I just do not see how outside of MEGA buffs for most lights (which I am not advocating for) any type of balance will be achieved through the weight classes. Do not get me wrong, I know some do need help. But damn its a slaughterhouse out there at the moment with the weapons patch.


The biggest thing you're gonna be waiting for then is the re-rescaling. When lights over 20 tons stop being humongous, they'll become more survivable. They've gotten their firepower back, they're about to get their agility back, all that's left is to put them on a diet so they get their small size back.

#18 w0qj

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Posted 03 May 2021 - 01:03 AM

On the marketing side, I've proposed a MWO Flash Sale for the bigger premium mech packages (US$80 or above) before these Cauldron Agility/Quirk balance passes, so as to drum up sales for MWO.

http://mwomercs.com/...rk-balance-pass

MWO gets ongoing big mech package sales even before this uncertainty of upcoming Cauldron Quirk/Agility Balance Pass,and paying player gets to speculate on very special pricing vs uncertainty of upcoming Cauldron Quirk/Agility Balance Pass. Fair trade IMHO.

Edited by w0qj, 03 May 2021 - 01:03 AM.


#19 Teenage Mutant Ninja Urbie

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Posted 03 May 2021 - 01:48 AM

View PostNightbird, on 02 May 2021 - 09:33 PM, said:

.. we all know that the worse the pilot, the more tonnage needed to perform.


man, I was running 100t A LOT the last week.. I'm not sure my self-confidence can handle that*. Posted Image



*all fun and good. running my wolfhound 3?times, and it felt like cheating in t4.

Edited by Teenage Mutant Ninja Urbie, 03 May 2021 - 01:48 AM.


#20 Lucky Noob

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Posted 03 May 2021 - 02:16 AM

Hello, i love the new Changes, they will breath fresh Air in the Way mechs are driven.

The Awesome Pretty Baby seems a bit on the low side when you think that he was the first mech able to fit an XL 400 Engine, and has far to few Hardpoints.
When you think that the Boarshead outshines him in Mobility , thats not realy what i think of an Pretty Baby, i mean even in the Promotion Vid he was shown Capping Points because hes so fast an Nimble.

Edited by Lucky Noob, 03 May 2021 - 05:05 AM.






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