MechMaster059, on 22 January 2024 - 03:49 PM, said:
AWESOME POST Luminios. Seriously. I will answer your post point by point.
BINGO! You just upgraded from ½ to 1 full point!
It's worse than just the UAV HIGHLY LIKELY to be shot down before getting the benefit of the node. Look at its position in the skill tree. It blocks the rest of the UAV nodes and acts as a 1 point skill tax to get to them. Why? Notice the Coolshot and Salvos trees don't have a weird node sitting at the front of them like that.
Skill points are too valuable to just throw away. As a result, I'm not specced into the UAV tree on any mech I own, not even my NARC Raven-3L.
The Coolshot Cooldown node is underpowered and a problem, yet it's not total junk.
I consider crit chance reduction a required skill. I get at least 3 points on nearly all my mechs. Though they have reduced usefulness on light mechs, they're still worth getting on all other classes of mechs and even some light mechs with structure quirks.
Correct! You win another ½ point.
I'm not sure I follow you here. The thrust value determines the strength of JJ lift does it not? The Lift Speed nodes boost initial thrust to make the mech jumpier. That's all that matters, so no, including initial thrust in the normalization calculation is not arbitrary.
I didn't know the heat value shown on jump jets was just a base value. Thanks for bringing that to my attention. I'll be sure to check the MechDB Wiki in the future. Can I ask you a serious question? Where in the game UI is this information available? This is a chronic issue with the game. Precise information is not available within it so I was left to assume total JJ burn heat was (heat / duration) x #JJs. Very odd that Class II JJ's have the worst additional heat value.
Close enough, another 1 point for figuring out the major problem with JJs! Class II are underpowered and Class I suck. Don't tell me Class I JJ's don't suck. You know they suck. PGI knows they suck which is why they gave my MAD-4HP +15% thrust and +15% duration quirks. (Guess what? I still didn't mount any Class I's on my 4HP) They're too heavy for what they give.
I consider Class IV JJs to be right where they should be. There is a minor problem and a medium problem you didn't identify.
It doesn't matter how they interact. What matters is that the numbers on top are "good" and the numbers on the bottom are "bad". The normalization value is a ratio of "good" vs "bad". A normalization value is a tool to help find outliers within sets of related numbers. They show Class I JJs to be a clear outlier. They're significantly worse than the other JJs.
Understood.
Um... that's not a "useless" value. That shows how hot a given class/configuration of JJs are. I can assure you if PGI doubled or tripled those heat values you'd notice the difference.
Yes, please tell me the formula for jump height. I'd like to know that.
Another home run Luminios! You win a whopping 2½ additional points! Congratulations on answering the hardest question!
So let me get this straight... the graph showing a mechs acceleration/deceleration curve is utter bunk? Am I reading you right?
Try it yourself. Get one of the Chargers, bring it into the Academy and run up to the bridge on the left behind where all the mechs are standing. Run down this bridge at full throttle with your torso rotated 90 degrees to the left.(My N7 runs at 89.2kph with skills) The moment you get past the first spire/bridge support slow down to a complete stop. You will see that it takes around 2 seconds just to go from 100% down to 66% throttle and from there your speed will drop dramatically faster. Try this with 6 points into Hard Break. It has almost no effect reducing the time of the 100% --> 66% portion of the throttle, then suddenly your speed will drop very quickly because those additional Hard Break points kick in. The 66% throttle issue also seems to work in reverse. If you're backing away from danger at full throttle it takes around 1.5+ seconds to get from -100% to -66% throttle before you can then fully slow down to a stop, turn, and get into cover. Just devastating if you're being fired upon.
You combine this with the fact that Class II JJs are underpowered (The CGR uses Class IIs) and it dawned upon me when looking at that accel/decel curve that the Charger would never be the "Fast Assault" mech I had hoped it would be. Yes, its top speed does indeed make it fast, but it still has the VERY clunky handling of a typical assault mech. Since Hard Break doesn't work to slow it down when you need it most, the only solution is to throttle down the mech to around 70-80% when operating in closed terrain like the buildings in River City or Vitric Station. Kinda defeats the purpose of making it a "fast" assault mech doesn't it. I was going to write a post advocating for all variants of the Charger to be given +10% accel/decel quirks but it wouldn't matter. Their accel/decel beyond 66% throttle is so trash that +10% wouldn't be noticeable.
That's very generous of you to credit Navid A1 with understanding what those numbers meant anywhere near to the degree you did.
This is a throw away line that can be said in response to any balance post. It's also a straw-man argument because I'm not "reading from a table".
Pretty sure trying to make skill nodes and mech equipment more useful falls under game balance.
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I want to thank you Luminios for putting in the effort to answer these questions. Your new total score is: 6 BUT WAIT, you know what I'm gonna do for you Luminios? Since you were the 1ST and ONLY person to get a question completely correct, I'm going to award you an addtional SUPER-WHAMMY-ULTRA-BONUS-POINT bringing your total score to 7!!!
I hearby declare Luminios to be the new Lead Cauldron Balancer!!!
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Well Navid A1, you had a good run buddy, we laughed, we cried, but in the end, Luminios was the better man so I'm going to have to give him your job as the Lead Cauldron Balancer. Please be gracious in defeat and lets not have any problems OK?
The problem is more pronounced on the Chargeer due to its high top speed compared to other assault mechs.
Your dismissal of JJ (and nodes) on assaults is ridiculous, the mobility gained by being able to take shortcuts on specific maps can be a literal game changer. I've altered the game dramatically many times like that.
For instance on canyon network/hybernal, the ability to shortcut by leaping from the valley to the wall top allow you to alter position and shortcut a full minute (in many cases more) worth of walking.
On the rare occasions I do take any JJ nodes, it is when I need just a tiny boost to be able to clear the canyon wall from the valley. This can also be useful on lighter mechs too, and can save a ton, why take an extra JJ when just a node or few can let you make that critical leap for a shortcut, one that is found on multiple maps?
The fact you would dismiss it out of hand is shocking to me at least.