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Thoughts On Global Torso Speed Buff


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#1 LavaDa1shi

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Posted Today, 03:01 PM

I had the idea of globally buffing torso speed so that the torsos feel more like the ones from MechWarrior 2 and MechWarrior 3 and I'm curious to hear other peoples thoughts on it.

There are three main reasons behind it.

1: It would make the more problematic and agile lights and psudo lights (Mainly masc ones like the vulcan and flea) less problematic because they would be easier to hit because you would get more control over your torso.

Mechs like the Annihilator have torsos so slow they can barely track the more agile ones without torso speed nodes when the light is piloted by a decent player, and even then it's still a huge pain.
I find it's much easier to track and hit lights when I myself am in a light.

1 (new version):
I have seen discussion in the cauldron feedback discord before about masc nerfs, it's been a bit since I have been in the discord but iirc the two main arguments I have heard is that

For Masc Nerf: Masc should be nerfed because it's not fun to fight against lights and mediums with that much agility.

Against Masc Nerf: Masc should not be nerfed because the skill required to be good at the movement involved with masc is fun and if masc is nerfed it will be less skill expressive and less fun.

The idea with buffing torso speed is not to counter lights because lights are oppressive or OP, but to allow the movement skill expression to exist, but to be able to be fun to fight against and to be beatable by being a skilled aimer.

If some lights become too weak because of this change which I can see being possible, they should be buffed to make up for it.
2: This is the main reason for why I thought of this idea, but I am sure to most people it's more of a secondary bonus, it also is why it would be a global buff, not just assaults and heavies.

It would make aiming much more fun! I find satisfying and fun aim mechanics come from the game accurately translating your mouse movements to the torsos movement,
and this would do that as currently with the limited torso speed, and the weird acceleration, and deceleration that the torso has aiming feels weird especially on larger mechs, and this change would help reduce that.

3:It would raise the skill ceiling.
By having more control of the torso the skill ceiling for aim would be higher.


A clarification to make sure it's extra clear, I am not asking to remove the torso speed limitation, I just think a buff to global torso speed could help the game be more fun!

The only concern I can think of is that this would mess with balance by increasing durability because of torso twisting.
But after some thinking I don't think this would be much of an issue because the huge majority of mechs have survival skills
so in theory if it makes some specific mech too strong you could nerf it's survival quirks.

I am curious to hear others thoughts and some possible concerns I may have failed to think of.


Edit:
New note, someone mentioned the idea of instead of a global torso speed buff, just buffing the torso speed node in the skill tree, I really like that idea probably more than the original one I had.

Edited by LavaDa1shi, Today, 09:28 PM.


#2 Ilfi

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Posted Today, 03:12 PM

View PostLavaDa1shi, on 26 December 2025 - 03:01 PM, said:

I am curious to hear others thoughts and some possible concerns I may have failed to think of.
Hmmm... are Lights overperforming? and are Assaults like the Annihilator underperforming? If a Mech is hard to use but still performing better than others, does it need buffs? I don't have the numbers, but logically you'd want to buff the weak Mechs and not buff the ones that are already strong.

#3 Drenzul

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Posted Today, 04:12 PM

So basically you want to make light mechs unless?
That is what it sounds like.

Lights are already easy enough to counter with a little teamwork.

#4 VeeOt Dragon

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Posted Today, 04:23 PM

yeah i think things are fine where they stand. if you want to buff your twist speed there are skill nodes for it. (i often put a point or two in there for my slower twisting mechs.) though we could always talk about improving the percentage that the skill nodes give you. other than that i would have to say no to a global increase and this is coming from someone who mostly plays heavies and assaults.

#5 LavaDa1shi

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Posted Today, 04:25 PM

View PostIlfi, on 26 December 2025 - 03:12 PM, said:

Hmmm... are Lights overperforming? and are Assaults like the Annihilator underperforming? If a Mech is hard to use but still performing better than others, does it need buffs? I don't have the numbers, but logically you'd want to buff the weak Mechs and not buff the ones that are already strong.


Ok this is a very good question and will be a fun one to answer, and also a tough one to unpack so prepare yourself.

So first there is an important thing to understand, this change nerfs lights by increasing the skill ceiling instead of lowering it, if the assault player has bad aim they won't be able to utilize the change, or if the light player has bad movement it won't have a significant affect because they are already easy to hit.

So I would say lights are overperforming ... in comp, and that's where I believe this would have the most affect as that's where the best aim is, and also where the best light pilots are.

And conversely in Tier 5 and Tier 4 where the majority of the player base is I believe this will have almost no affect because generally everyone has bad movement and bad aim.

So the idea is making it so that you can counter mechanical skill in the form of movement with mechanical skill in the form of aim, instead of just nerfing lights so they are worse in general because they are too tanky when a player with good movement uses them.

Edited by LavaDa1shi, Today, 04:26 PM.


#6 LavaDa1shi

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Posted Today, 04:34 PM

View PostDrenzul, on 26 December 2025 - 04:12 PM, said:

So basically you want to make light mechs unless?
That is what it sounds like.

Lights are already easy enough to counter with a little teamwork.


I believe lights are weakest in disorganized game modes like QP, in competitive play where people are the most skilled lights are at their strongest.

Also I don't think a torso speed buff would make lights useless, they are already very strong in QP, not OP though, and this change wouldn't really change that.

View PostVeeOt Dragon, on 26 December 2025 - 04:23 PM, said:

yeah i think things are fine where they stand. if you want to buff your twist speed there are skill nodes for it. (i often put a point or two in there for my slower twisting mechs.) though we could always talk about improving the percentage that the skill nodes give you. other than that i would have to say no to a global increase and this is coming from someone who mostly plays heavies and assaults.


I find most mechs torsos are so slow that I use full torso speed on like 99% of my mechs, and a lot of assaults, and heavies, and even some mediums torsos feel too slow for my taste even than, but at that point it's more because of the other two reasons I want the change, not the first one lol.
Buffing the skill node instead of the mechs is a cool idea though, I really like that.

Edited by LavaDa1shi, Today, 05:14 PM.


#7 GreyNovember

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Posted Today, 06:12 PM

View PostLavaDa1shi, on 26 December 2025 - 04:34 PM, said:


I believe lights are weakest in disorganized game modes like QP, in competitive play where people are the most skilled lights are at their strongest.


This statement confuses me greatly.

Lights do their best work when the opposing force is divided, and unable or unwilling to support one another.

They're a terrible mech to be in when the OPFOR is coordinated, united, and covers each other's flanks such that you can't get a cheeky backstab in, or run circles with impunity around someone who doesn't know to put their back to the wall.

All of this sounds like the reverse of your position. Competitive, organized play would dump on light mechs assuming parity of basic skills through sheer attrition, and QP chaos benefits the random solo light.

#8 LavaDa1shi

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Posted Today, 06:34 PM

View PostGreyNovember, on 26 December 2025 - 06:12 PM, said:


This statement confuses me greatly.

Lights do their best work when the opposing force is divided, and unable or unwilling to support one another.

They're a terrible mech to be in when the OPFOR is coordinated, united, and covers each other's flanks such that you can't get a cheeky backstab in, or run circles with impunity around someone who doesn't know to put their back to the wall.

All of this sounds like the reverse of your position. Competitive, organized play would dump on light mechs assuming parity of basic skills through sheer attrition, and QP chaos benefits the random solo light.


Lights are very strong in competitive play because they work best when supported, they work amazing in wolf packs with the assaults being anchors to support their actions.

This is supported by the fact that the general standard deck in comp is like 5 lights and the rest of the tonnage poured into 3 assaults with long range to overwatch them, and it would probably be more lights to assaults if it weren't for the fact that minimum tonnage limits exist in every tournament so after choosing your lights you have to put tonnage somewhere.

Video of a standard comp deck vs full lights and psudo lights, old but still relevant and showcased my point.
https://youtu.be/bRd...qpLFhlbdkaprwqF

And to be fair it is in large part because in comp caps are way more important than in QP and lights and fast mediums cap the best.

In QP lights aren't as strong because there is rarely any form of teamwork so lights actions are rarely being properly supported by the rest of the team.
I would love to hear what other comp players think, maybe most others would disagree and say that the disorganization of the opfor is more beneficial than the organization of your own team, but I at this time don't believe that.


Edit:
I just realized my mistake, I thought the original post I responded to was saying in a environment with more teamwork on both sides lights are weaker, I believe they meant that lights are easily countered by teamwork in QP where both sides usually don't have teamwork, while this is true the issue is it isn't only true for lights, pretty much everything is countered by having better team work, not just light mechs.

Edited by LavaDa1shi, Today, 07:12 PM.


#9 GreyNovember

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Posted Today, 08:02 PM

That is certainly a different view. I will readily admit I play solely in QP, and almost entirely as a solo dropper, so whatever experiences you have are strange and alien to me.

Addressing the actual OP Premise, wouldn't the solution to " My torso twists too slowly " be " Increase your engine size, or go down a weight class for faster response"? Or use Lower arm actuator mechs?

The whole point of the big, lumbering, massive gun boat is to... well, feel like one, no?

Though I can't help but wonder if the problem is not turn speed, but total twist capacity. The few times I've wandered into heavier weight classes, I constantly found myself maxed out on twist and unable to properly track a target without slowly turning on my legs as they move out of my firing arc. This is mitigated, naturally, the more agile the mech is turning in place, which is probably why you feel tracking lights is easier in another light.

#10 LavaDa1shi

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Posted Today, 08:49 PM

View PostGreyNovember, on 26 December 2025 - 08:02 PM, said:

That is certainly a different view. I will readily admit I play solely in QP, and almost entirely as a solo dropper, so whatever experiences you have are strange and alien to me.

Addressing the actual OP Premise, wouldn't the solution to " My torso twists too slowly " be " Increase your engine size, or go down a weight class for faster response"? Or use Lower arm actuator mechs?

The whole point of the big, lumbering, massive gun boat is to... well, feel like one, no?

Though I can't help but wonder if the problem is not turn speed, but total twist capacity. The few times I've wandered into heavier weight classes, I constantly found myself maxed out on twist and unable to properly track a target without slowly turning on my legs as they move out of my firing arc. This is mitigated, naturally, the more agile the mech is turning in place, which is probably why you feel tracking lights is easier in another light.


Lower arm actuators definitely help, it's a big part of why one of my favourite ERLL Traders is the AS7-BH all the weapons are in the arms combined with the LAAs, that combined with the very high torso speed for a mech of it's size makes aiming in it really fun.

The problem is lots of mechs either don't have LAAs, or they can't put enough weapons just in the arms for the build to be good, and there is also the problem that if you have a choice between arms and torsos more often than not you're usually better off putting the weapons in the torsos because of mounts and convergence.

The Boars Head is only good with all arms because it can barely put any weapons in the torsos so it has to use the arms, so it gets extra quirks to make up for this, which lots of mechs that get a choice between torsos and arms don't get those quirks.

I don't think the issue is torso twist range because otherwise the issue would only be against face hug brawl lights, but it happens with all kinds lights, I can try testing it anyway though by trying it on a few mechs, I don't see why I shouldn't test it just to make sure.

Also since engines were desynced with agility increasing the engine won't help because the agility will remain the same.

Also I am going to update the OP when I get a chance cause after seeing some of the replies I feel like I failed to properly express what I was trying to in the first point I made.

Edited by LavaDa1shi, Today, 09:15 PM.






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