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Cauldron Agility Pass Proposal

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#201 YueFei

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Posted 05 May 2021 - 09:31 AM

View PostNightbird, on 05 May 2021 - 08:56 AM, said:

Firestarter has worse hitboxes, weapons locations, and if profile size alone was enough for less agility then Assaults should be the most agile mechs in the game.


Nobody said profile size alone was enough. I'm the one specifically pointing out that it's based on numerous factors, some of which you never even listed in the first place. Kindly put the strawman away and stop tilting at windmills.

#202 Nightbird

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Posted 05 May 2021 - 09:33 AM

View PostYueFei, on 05 May 2021 - 09:31 AM, said:


Nobody said profile size alone was enough. I'm the one specifically pointing out that it's based on numerous factors, some of which you never even listed in the first place. Kindly put the strawman away and stop tilting at windmills.


Why point at factors that don't make a difference in the comparison? It's just being concise.

#203 pattonesque

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Posted 05 May 2021 - 09:34 AM

View PostNightbird, on 05 May 2021 - 09:02 AM, said:


Some sure, but ALL 30-35 ton lights with the same role as the vulcan and without extreme quirks to compensate, have less agility than the vulcan.

This includes mechs that are garbage tier, with nothing for quirks and weapon loadouts.


sure! but also there's a quirk pass coming soon

#204 Sjorpha

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Posted 05 May 2021 - 09:34 AM

View PostNightbird, on 05 May 2021 - 09:26 AM, said:

"Most" is fine, "All" is not especially with lights in the same role i.e. most agile in its class.


Yeah, I think I agree with that. There should definitely be a few mechs at each tonnage that surpasses the most agile mech at the tonnage above it. (the most agile 30 ton mech should be more agile than the most agile 35 ton mech and so on)

I think the issue here might be being hesitant to change values too much, combined with unwillingness to nerf anything. The vulcan is already that super agile and they don't want to make any mechs less agile or something like that.

#205 Vlad Ward

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Posted 05 May 2021 - 09:38 AM

View PostNightbird, on 05 May 2021 - 09:33 AM, said:

Why point at factors that don't make a difference in the comparison? It's just being concise.


It sounds like you're asserting that the Vulcan is overtuned.

Are there other Mediums tuned similarly or is this an outlier?

#206 Nightbird

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Posted 05 May 2021 - 09:39 AM

View PostSjorpha, on 05 May 2021 - 09:34 AM, said:


Yeah, I think I agree with that. There should definitely be a few mechs at each tonnage that surpasses the most agile mech at the tonnage above it. (the most agile 30 ton mech should be more agile than the most agile 35 ton mech and so on)

I think the issue here might be being hesitant to change values too much, combined with unwillingness to nerf anything. The vulcan is already that super agile and they don't want to make any mechs less agile or something like that.


Agreed, the Vulcan is too agile, but even if nerfs are off the table, why not make a few mechs equal to it? What build can you put on a Cheeta with the same agility as a Vulcan would make them anywhere close to being equal to it? Or would having a Firestarter with a similar MPL build and the same agility be any worse than it? If the Vulcan is that bad, nerf it, if not, make other mechs equal to it. That is the kind of balance that the Cauldron declared they would do is it not?

#207 Nightbird

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Posted 05 May 2021 - 10:28 AM

Here's a comparison showing two similar builds on the Vulcan and the Firestarter. Note that the full survival tree was used, and armor all moved forward for easy comparison.

Posted Image

Here's the profiles and weapon hardpoint locations, the Vulcan is taller but has more compact torso hitboxs and higher mounts.

Posted Image

#208 Wid1046

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Posted 05 May 2021 - 10:49 AM

View PostNightbird, on 05 May 2021 - 10:28 AM, said:

Here's a comparison showing two similar builds on the Vulcan and the Firestarter. Note that the full survival tree was used, and armor all moved forward for easy comparison.

[redacted]


You do realize that the Vulcan is considered to be one of the best mechs in the game and the Firestarter is considered to be one of the worst mechs in the game, right? The Cauldron is trying to balance everything without nerfing things, so yeah the Vulcan is still a better mech than most others in the game, however with this patch some of the others (mostly heavies and assaults) will catch up a little, then with the quirk patch more will catch up a bit (including lights and other mediums), and then when the rescale happens the Vulcan will probably be pretty average.

Yeah, lights in general will suffer in the upcoming patch, but not because of the Vulcan. They and other mechs that rely on agility are expected to get quirks to help even this patch out a bit. I expect lights still won't be in great shape until after PGI gets around to doing the rescale, but the Cauldron can't implement rescale and the Vulcan won't be the cause the problems that light mechs have.

#209 Nightbird

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Posted 05 May 2021 - 10:52 AM

View PostWid1046, on 05 May 2021 - 10:49 AM, said:

You do realize that the Vulcan is considered to be one of the best mechs in the game and the Firestarter is considered to be one of the worst mechs in the game, right? The Cauldron is trying to balance everything without nerfing things, so yeah the Vulcan is still a better mech than most others in the game, however with this patch some of the others (mostly heavies and assaults) will catch up a little, then with the quirk patch more will catch up a bit (including lights and other mediums), and then when the rescale happens the Vulcan will probably be pretty average.

Yeah, lights in general will suffer in the upcoming patch, but not because of the Vulcan. They and other mechs that rely on agility are expected to get quirks to help even this patch out a bit. I expect lights still won't be in great shape until after PGI gets around to doing the rescale, but the Cauldron can't implement rescale and the Vulcan won't be the cause the problems that light mechs have.


Repeating what I have been saying won't convince me I'm wrong m8. What you should be saying is that lights have super strong survival trees and are smaller so they should be less agile.

#210 Navid A1

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Posted 05 May 2021 - 10:57 AM

After going through all the discussion here, strictly based on merits, I have requested for the Cauldron to do a second look at light mech mobility values.

Dario and I have drafted a potential revision, and are waiting for others to give their opinion.

Edited by Navid A1, 05 May 2021 - 10:58 AM.


#211 Nightbird

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Posted 05 May 2021 - 10:58 AM

View PostNavid A1, on 05 May 2021 - 10:57 AM, said:

After going through all the discussion here, strictly based on merits, I have requested for the Cauldron to do a second look at light mech mobility values.

Dario and I have drafted a potential revision, and are waiting for others to give their opinion.


Thank you and Dario!

#212 Capt Deadpool

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Posted 05 May 2021 - 11:56 AM

View PostNavid A1, on 05 May 2021 - 10:57 AM, said:

After going through all the discussion here, strictly based on merits, I have requested for the Cauldron to do a second look at light mech mobility values.

Dario and I have drafted a potential revision, and are waiting for others to give their opinion.


Bravo guys!!!!

#213 Capt Deadpool

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Posted 05 May 2021 - 12:00 PM

View PostNightbird, on 05 May 2021 - 09:26 AM, said:

"Most" is fine, "All" is not especially with lights in the same role i.e. most agile in its class.


I'd go as far as to say making Vulcans more agile than 'some' lights is the better long-term target even than 'most' lights if we are going to increase viability of the light class.

Edited by Capt Deadpool, 05 May 2021 - 12:10 PM.


#214 Nightbird

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Posted 05 May 2021 - 12:03 PM

View PostCapt Deadpool, on 05 May 2021 - 12:00 PM, said:


I'd go as far as to say 'some' is the better long-term target even than 'most' if we are going to increase viability of the light class.


Well, despite lights continuously being the worst performing class, we're somewhat of a bogeyman to assault pilots who clinch their behinds with the mere thought of a light nearby so I'm not expect any buffs. Keeping the current power level would be sufficient.

#215 Capt Deadpool

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Posted 05 May 2021 - 12:14 PM

View PostNightbird, on 05 May 2021 - 12:03 PM, said:

Well, despite lights continuously being the worst performing class, we're somewhat of a bogeyman to assault pilots who clinch their behinds with the mere thought of a light nearby so I'm not expect any buffs. Keeping the current power level would be sufficient.


Let's see how fast the assaults can spin around though after the agility pass? Perhaps they will be relaxing their rectums.

#216 OmgKllL

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Posted 05 May 2021 - 12:53 PM

I look forward to test all this modifications ingame.

After that I will have the data I need to comment their effects on the game-play.

The plan to buff the under-performing mechs is a good idea even tough I believe we'll see real changes after the rescale.

Keep it up guys and thank you.

PS: if the problem about some op-mech is the skill tree, just erase it from the game mechanics. You'll make even new players experience less painful.

#217 justcallme A S H

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Posted 05 May 2021 - 02:35 PM

View PostNavid A1, on 05 May 2021 - 10:57 AM, said:

After going through all the discussion here, strictly based on merits, I have requested for the Cauldron to do a second look at light mech mobility values.

Dario and I have drafted a potential revision, and are waiting for others to give their opinion.


Yeah it was a nice easy fix.

Just nerf the Vulcan a little.

:)



J/K.

#218 FupDup

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Posted 05 May 2021 - 02:39 PM

I mean...in regards to the Vulcan vs. lights dilemma there's a really simple solution that people seem to be overlooking.

Just don't buff the Vulcan in the mobility pass. Leave it where it is now. Yes, really. I know, it sounds crazy, but I like crazy.

#219 Jman5

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Posted 05 May 2021 - 02:47 PM

View PostCapt Deadpool, on 04 May 2021 - 11:42 AM, said:

@ Darian, what D A T A was somewhat implying regarding why many experienced light pilots take survival nodes, albeit a bit ungraciously, is that lights really should never be taking full broadsides. We take fractions of laser fire at a time, if at all, and try to avoid at all costs getting hit by PPFLD. Even in the legs, which you should try to use terrain to hide if you can. And so even small increases in armor from the skill tree are going to be extremely helpful in mitigating the laser fire that whittles away at us over time. i.e., 3 pts of armor in a light is very different than 3 points of armor in a heavy or an assault because we are not taking the same type of damage.


The problem is that at a certain skill level, players become VERY good at hitting lights with those big alphas. On top of that, most light builds use short range weapons. You have to get in close, but the closer you get the easier you are to hit.

#220 Capt Deadpool

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Posted 05 May 2021 - 03:33 PM

View Postjustcallme A S H, on 05 May 2021 - 02:35 PM, said:

Yeah it was a nice easy fix.

Just nerf the Vulcan a little.

Posted Image



J/K.


Booooooo! Posted Image Posted Image Posted Image

View PostJman5, on 05 May 2021 - 02:47 PM, said:

The problem is that at a certain skill level, players become VERY good at hitting lights with those big alphas. On top of that, most light builds use short range weapons. You have to get in close, but the closer you get the easier you are to hit.


Oh not disputing that at all, was just elucidating the reasons lights take survival nodes when on the surface it seems to offer little benefit relative to other classes.





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