Sorry for the brainfog halfway through guys. I was coming down with something and mentally checked out some time into the talk. By the following morning I was full blown sick haha.
@runcher977
8 ай бұрын
What i dont like with the removal of hardlock like a lot of people are proposing is the clear advantage of mkb over controller
@taylordiclemente5163
7 ай бұрын
Yes. Best to remove hardlock and mouse and keyboard input.
@taylordiclemente5163
7 ай бұрын
It's so nice of you, Striker H., to bring in old vets for their perspectives. And we're so glad to have you join us. The community had been so sleepy. We needed people joining in and getting excited about the experience. It helps us get back into it. I remember PD from the old MoC tourney footage. Before KZitem, forum members used to mail each other tournament videos on DVDs. Shoutout from Lionhart from the AC Garage and East Coast Alliance. I never did make it to a tourney, just lived vicariously through people like PD, Oliver, and The Watcher. A lot of that scene is back for 6. Someone mentioned Miyazaki's wanting to make an Escaflowne game. That would be extremely suitable for Fromsoft for two reasons: 1. Shoji Kawamori, AC's main mecha designer, created Escaflowne and wrote its story (though someone else did the mecha design). 2. Fromsoft already explored the fantasy mecha genre combination with Frame Gride, and its aesthetic looked very similar to Escaflowne. I don't know whether or not Kawamori-san contributed.
@SwiiTcHBacKPs3
8 ай бұрын
Glad you revisited turn speed and this was a much better representation of ideas I think. The ACFA video with bezel is also a very good representation of how HWs aren't really disadvantaged against LWs even when the speed is the highest the series has seen. This is due to the addition of quick turns. However, in ACFA you have different cooldowns for boosters, so if turn speed and quick turns were added to the next iteration of AC (which I personally would like), I'd want the quick turn to be independent of main booster quick boost cooldown, which is not how it is currently in AC6. Quick turning puts your only booster on cooldown atm which is very punishing. I'd also like to say the frustration or potential awe at a better players ability to flank you can and if you're competitive should be a driving factor for your improvement. I don't really know how to bridge the gap for people wanting to get into the series if they don't have that drive but quick turns as a mechanic tend to give players more hope than just being locked into a specific turn speed at least. Corner/border camping is.. Questionable in older ACs. ideally you don't want the opponent to be able to restrict you to never being able to get behind them in a game where turn speed is a key mechanic. It can be thrilling to play against and win though, much like any powerful strategy. Movement tech being the main reason lighter ACs are less viable I'm not sure is true. While it helps, I think having windows of safety to regenerate energy or punish is one of the main things giving close range lightweights/midweights a fighting chance against heavies in 4th and 5th gen. In AC6 you have guarenteed punish windows with ACS overload (something that I feel is a bit too punishing for what it is) but they don't feel like you've been rewarded as such for piloting to get in such a position and the reward for staggering is astronomical.. The guarenteed punish of ACS overload is the only thing that's keeping LWs in the game besides running away ad nauseum. Heavily going in on punishing a 2 second window of immobilisation feels way less rewarding to me than: Getting into a blind spot repeatedly and executing a smaller punish or a large melee punish that requires more precise input/piloting and the opponent not to reflexively/gamble a dodge, and also having to do that over and over again with the heavy player needing to capitalise on the windows they can generate for themselves with: a rightly placed quick turn; getting the lighter AC as it approaches; or just a gamble in which way they move and doing any of this at the right time. It requires work and dedication to master for sure but it adds an element of risk and growth to your skills as a pilot too. I am not saying AC6 does not have elements of risk or areas for growth but that turn speed adds an extra dimension to play and opens up options for lighter ACs to compete up close without flattening the defense or damage spread of the game that is normally distributed across weight classes and provides variety, playstyles and feelings of power to each class respectively. So in conclusion, I would like turn speed and quick turn added to the next iteration with less of an emphasis on ACS overload punishes so that neutral play is more relevant and matches are less volatile/stat checky. Thanks for coming to my TED talk. Edit: On assault boost: One of the reasons assault boost is so strong in this game is because it's so efficient EN cost wise and generators recharge super fast on practically every build that people use full gen back in 1-2s. This combined with the condensed range of weapons so you can't punish them as they engage or escape easily. In AC5 you had large capacity generators that allowed more aggressive play but they also regenerated slowly. On animation locks and movement tech. I think here you need to be careful much like turn speed in turning new players off if they can't hit a target but also in allowing people to dodge almost anything with specific movement patterns (bunnyhopping or glide boost wiggling come to mind).
@petercottantail7850
8 ай бұрын
people hear the word turn speed and immediately assume it means turning at a snails pace. in ac6 camera sensitivity is set to 3 making looking around pretty slow (not as slow as older games) but no one would be dropping the game or being over whelmed by this default sensitivity setting, most leave it like that cause they are intimidated at looking too fast would be more difficult. If the game came out and no one had hard lock, I really don't see anyone having trouble playing the game without it, cause we have a lock box (the whole screen) that does the aiming is up to the player to look where and even at an accelerated level there would be room for out maneuvering and getting back shots. one of the tutorial could have been about quick turn teaching the player how to find your target when its elusive. i feel like it's too late now to remove it cause of placebo that it's harder to control now. but that's been my stance from day one. nothing to do with me wanting the old days even though i really like 1st and 3rd gen. i want it to be accessible and it just feels like From notoriously over does it when trying to simplify things that they think were too hard before. and i also agree with the sentiment about light weights, if it takes skill to out play a heavy then it shouldn't be very common but that doesn't mean it's cause it a weaker class, most people just don't put the effort into it. although i think that has a lot to do with the current "meta" of HW there's a few options that people don't really try and just give up trying to counter play.
@taylordiclemente5163
7 ай бұрын
In my opinion, AC6's introduction of animation locks was the biggest factor that ruined PVP. The appeal PVP is lost to me without the direct control over an AC that the original control scheme provided. The introduction of hard lock and the return of soft lock from 4th gen sealed the coffin.
@k-arrm-a6068
8 ай бұрын
I've been playing ac games for 15+ years. Played every single game. What turn speed did was make the skill ceiling higher. It is impossible in ac6 to flank a tank. Even while using a jammer. There needs to be mechanics implemented that allow the roof to be lifted. An example would be to make hard lock break when assault boosting. Or to make tanks unable to fire ready stance weapons while assault boosting or to add recoil that would pull them out of it. There simply needs to be more mechanics implemented. In prior games a skilled player could make any build viable simply because the movement is what made meta.
@seraphwithatank6535
7 ай бұрын
I'm confused, are the strongest builds heavy bi-peds and run-away-the-whole-match-tetrapods.
@AeroWraith901
8 ай бұрын
I wouldn't go with the assault boosting increasing the impact you take while assault boosting cuz that would just make kiters rough to chase down imo. Which with the amount of vertical movement that can be achieved in this game with stuff like gridwalkers and coral gen, I feel like that shouldn't go through. I wouldn't mind it tho if assault boost didn't increase the stagger the ABing player is inflicting tho Turn speed doesn't really need to be a thing, probably what could be done is do more regarding the penalty hard lock is supposed to give maybe? Main annoyance versus heavy weights tho is definitely dealing with ricochet....tis not a fun time with ducketts vs heavies and some other kinetic weapons.
@onethousandwq
8 ай бұрын
I think turn speed is not the key, the hard lock is. Now, the hard lock's insane tracking ability is dominating the close-quarter combat. It makes light melee build almost impossible to play except for BVO. In the PVE boss fight, the hard lock can track Ayre perfectly. How can someone's light AC faster than a PVE boss? So, It's too risky to get close to your opponent without staggering it because there is always a Zimmerman or a Yo-yo aiming at you perfectly. They can nerf hard-lock a little bit, like nerfing hard-lock's FCS in the medium and close range, taking more time to re-track after QB. The hard lock can still have that insane camera tracking ability, but FCS will be much slower. If they do so, we will have more lightweight builds than just a BVO. Because hard lock is not perfect anymore, they will miss shots, and make mistakes, like soft lock did. And with hard-lock's medium-range nerfing, we can finally buff the medium-range weapons like rifles and have actual medium-range AC builds, Breaking the rock-paper-scissors triangle.
@shotgunammo
7 ай бұрын
Problem is, soft lock would dominate then and controller users would be hard fucked vs m and k
@oliverwithers9736
7 ай бұрын
I think head should have a play in hard lock speed personally.
@Pieguy223
7 ай бұрын
@@shotgunammo controller players can't play against m&k ac6 isn't cross platform
@holysanguinius202
7 ай бұрын
um......... some people prefer controllers and do you know steam has controller support so you can indeed use controllers against m&k players? I played all the souls games + elden ring on pc using a plugged in controller through steam....as well as ac6@@Pieguy223
@Zabooooooo6
7 ай бұрын
@@Pieguy223 there are controlers for PC chucklenutts
@NiX8888
8 ай бұрын
GOAT guest list!
@TheRoyalSkies
8 ай бұрын
Good talk guys, was fun listening to, keep up the good work :)
@taylordiclemente5163
7 ай бұрын
It's great to hear you and other vets teach new fans about the old days.
@marqs2065
8 ай бұрын
The Turn Speed stat, for me, was always the determinant factor for my leg choices + turning speed OP part.
@taylordiclemente5163
7 ай бұрын
Everyone always used the op part.
@hurtboychulo7371
8 ай бұрын
Striker gotta stop sleepn on us console players,ran into some of the best melee builds and players I've seen since launch just recently,also noticed more ppl actually thinking up their own ac's,just recently found mine and man it's changing my play
@RosuVT
8 ай бұрын
So what I got from this podcast is that turnspeed was never something that affects balance, but something that just makes the barrier of entry harder to hit for a new player, because assuming the player being incredibly good, turnspeed stops being a factor and more of an afterthought.
@toastehisback
8 ай бұрын
that's because with the older games, you have to put in the hours to see the improvement. Also these older games really do show you have put in the work and it is really noticeable that you of the improvement you make over that time. There is so much satisfaction in this that i cannot describe. Imo, its much harder to see if your improving if the game has automated a lot of these systems. Also, Turn speed is a lot about balance, but also a lot of other things as well ties to it. Couple examples are; you have to be more careful about your positioning/spacing, match tempo becomes a lot more noticeable depending on what build you are playing to what your playing against, your able to catch people out without them instant 180'ing onto you, allows lighter builds to thrive in heavy environments but a mistake still allows them to be stat checked and quick turning also becomes a mechanic you have to master. like this is just a few things that come to mind with turn speed, I'm sure there are way more things but just a simple mechanic to the game adds so much more depth and possibilities.
@ni9274
8 ай бұрын
@@toastehisback If you remove the hard-lock a lot of these mechanic could become important, I'm on PC so I never use hardlock and it often happen to loose track of an opponent despite the fact that the camera speed is unlimited
@SightLock
8 ай бұрын
@ni9274 Now imagine if everybody loses their lock just like you and have to utilize the quick turn mechanic to actually do the 180°/90° turns. Imagine how many builds would be viable now. Imagine the skill it would take to pull of many builds. Play style would be unique and cheese play style wouldn't be normality.
@RosuVT
8 ай бұрын
@@SightLock I don't think any of these would make any builds more or less viable, you would just need to invest more time to reach the same place we currently are. That's neither a good nor a bad thing, it solely depends on if you want the game to have a higher or lower barrier of entry.
@NotBer
8 ай бұрын
great to know that you've only watched the first ten minutes before commenting..
@hyperfixatedd
8 ай бұрын
As a game developer, design-wise I totally get the decision behind making assault boost both do more damage and receive less damage It makes it so players will tackle the PvE in a much more aggressive way, which is so much more fun However, for PvP, it's clear now how this decision comes in detriment to the game's health. And so that's why I really like Hutassa's idea of making AB not receive less damage (actually receive more damage) and instead make it so QBs receive less damage This way people would be encouraged to use QBs more defensively and ABs more aggressively I like it!
@hyperfixatedd
8 ай бұрын
Of course, even then, AB speed would probably need a bit of a nerf or just make heavier builds be a bit less beefy when it comes to their AP
@Wyrdist
8 ай бұрын
I don’t think either should give any type of damage reduction. Based on the fact that there’s different boosters and legs with different QB values, QB isn’t supposed to be just as effective on every combination of boosters/ legs. I feel like what you’re suggesting would lead to some type of Gills or Alula meta, which is the same issue as the old Buerzel meta, which they nerfed for a reason.
@hyperfixatedd
8 ай бұрын
@@Wyrdist these guys are already far too underpowered, I think it would be fine The damage reduction doesn't have to be big or anything either
@richardjohnson8991
8 ай бұрын
I think the problem lies in the stat spread difference that using heavies offers. The game is so incredibly focused around stability stagger and getting your massive punishes which heavies can just shrug off through having higher stability values, higher defensive values making those punish opportunities more difficult and more important to capitalize on, AND you have PA to bail you out of those moments. Stat values and PA are the root of the heavy problem in my opinion. I firmly believe turn speed should stay a legacy mechanic because making the game feel smoother and more responsive to play is always a positive experience for everyone and weight classes can be differentiated in different ways without making the game control poorly. I think after the Buerzel nerf AB is in a significantly better place than it was on launch
@hyperfixatedd
8 ай бұрын
@@richardjohnson8991 I agree completely with everything you've said man! Right now simply nerfing the heavy ACs AP and maybe a bit of stability would mostly solve the issue I just think that striker's suggestion is pretty interesting! And probably would help a lot too hehe
@toastehisback
8 ай бұрын
Alot of the turnspeed thing striker might be that you are familiar with MnK turnspeed as it gives you so much freedom in terms of manual aim and also the level of control and flicks you can get. For alot of controller players that have played on game pad for ever it feels like the norm, so this is what it might come down to honestly.
@dreadsilver9638
8 ай бұрын
i personally think we don't need rotation speed because AC6 is already easy to access so why would fromsoft wanna ruin that? especially after the launch and winning a game award with only one nomination, i don't think it would make sense in the long run in my honest opinion as i do agree with some of the points, but turn speed doesn't really sound fun to do in my honest opinion
@arozin6773
8 ай бұрын
I had the same experience in AC: Project Phantasma Arena when fighting Slugger, despite the fact I was running the LB-1000-P reverse joint legs which have a high turning speed of 1420. For refrence the quads have turning speeds of 1010, 1050, 1100 & 1160.
@taylordiclemente5163
7 ай бұрын
Would you mind sharing your source for leg turn speeds in Phantasma? It's a hidden stat.
@taylordiclemente5163
7 ай бұрын
(Gosh, the fourth quads so outclass the others)
@arozin6773
7 ай бұрын
@@taylordiclemente5163 It shows up in the Performance section of the garage menu.
@arozin6773
7 ай бұрын
@@taylordiclemente5163 They do.
@taylordiclemente5163
7 ай бұрын
@@arozin6773 oh duh. Thanks!
@TheDemonsHaveMe
8 ай бұрын
Dying laughing at the name and outro fights then just... Great way to sign off
@blockchainballer4542
8 ай бұрын
We’re shoulder flares only a gen 4 thing? I only played gen 4 prior to AC6, but I thought flares were great for countering “missile rats” at the time.
@taylordiclemente5163
7 ай бұрын
Yes, they were introduced in AC4. However, there have been anti-missile countermeasures since AC1: AC1 introduced CAMS - Core Anti-Missile system. It's the gun thingy sticking out of the front of some cores in 1st - 3rd gen. It's a laser that automatically shoots down incoming missiles if they are within a certain cone of vision in front of the AC. AC1 also introduced an option part that automatically jammed enemies' missile locks at short intervals. Another option part and some radar units showed missiles on the radar (the radar was similar to that in Goldeneye 64). AC2 introduced shoulder extension countermissiles - missiles that automatically fired to shoot down incoming missiles. These also worked in a forward-facing cone of vision. There were also laser versions that worked like the CAMS. AC2 also introduced missile decoys, an inside part that fired from inside the core in gen 2 and inside the shoulders in gen 3. These were weapons one had to switch to (they cluttered your firing cycle) and they fired a pod that hovered directly in front of your AC and attracted nearby missiles. They were low weight and drain and didn't waste a shoulder slot, and were extremely effective, to the point that no competitive AC in early 3rd gen ran without them. One did have to be careful not to run into them. It was even possible, at least in third gen, to block grenades with missile decoys, though this was prohibitively hard. AC2 also introduced ECM pod inside parts. They fired like missile decoys and prevented a machine within its sphere of influence from being locked on to. They functioned similarly to the ECM smoke launcher in AC6.
@taylordiclemente5163
7 ай бұрын
I can't speak on gen 5.
@taylordiclemente5163
7 ай бұрын
Note that flares are indeed present in AC6, but only the PCA uses them. Their battleships and some of their LCs are equipped with flares.
@HelloSquiggles
8 ай бұрын
If quick boost had damage mitigation I think it would help. Once people are in your face no one is using AB except as pointed out to get away.
@GladiatorKirion
8 ай бұрын
TM Raven is the goat
@taylordiclemente5163
7 ай бұрын
Nice MoA icon
@yuaisnek
8 ай бұрын
As an MnK player, I would drop the game immediately if they added turn speed. Forced camera speed on mouse feels awful to the point of being unplayable at times. Turnspeed really feels like a "well it was there before" type deal in this situation. It makes sense in the older games because that's how they were designed. AC6 isn't designed for turn speed. Even if it was, the need to make the barrier to entry harder is always so weird to me. Why must it be harder? It feels like an insecurity in your own skills in a new system. Or that lesser skilled players being able to play relatively well is somehow invalidates it. Its just never made sense to me. Or the "its the only way to balance" just seems like a lack of creativity in coming up with a solution. There's more than one solution to any problem. As well as not making sense. Because it doesn't work then? If HWs keep winning tournaments how is turnspeed balancing it? The data suggests otherwise. It sounds like turnspeed didn't balance anything. How is it balancing heavies if they're still top? The one thing I really don't get is people wanting turnspeed added so the games more difficult to "balance lightwieghts". But like playing a lightweight in AC6 requires a lot of skill. Why is that skill expression deemed invalid compared to turnspeed skill? Once again, it just feels like the old guard won't let go. The skill expression has shifted but people don't want to seem to acknowledge it. Edit: I also dont think Turnspeed = Mech game. There's plenty of Mecha games without turnspeed.
@muhammadwibisonojanuar7793
8 ай бұрын
Turn speed is for the OS tuning right?
@muhammadwibisonojanuar7793
8 ай бұрын
Looks like you've been playing older AC games for so long
@harambex4721
8 ай бұрын
360p gang
@strikerhutassa
8 ай бұрын
Yeah the video isnt done checking yet. Accidently uploaded it early lol
@rylandfoster1937
8 ай бұрын
I have played every AC game ever made, and i must say, 6 is the best they have made, despite some of the very obvious pitfalls in the design. Simply put, lightweights have always beem the better weight class because speed and manuverability trumps heavy hitting weapons and high armor stats. With AC6 they implemented turn speed to allow the heavier builds to not be completely out manuvered by lightweights. Unfortunantly by doing this, they inadvertantly made lightweight more risky to play then before. What they should do is tone down the turn speed. This would make it so lightweights can still leverage thier manuverability but it isnt so overwhelming that heavy build cant keep up at all.
@yuaisnek
8 ай бұрын
That's the thing for me. If it's to balance HWs it clearly doesn't work, as they kept winning tournaments. If it's to balance LWs, how does making it harder to hit them work? The more I hear about this, the less it makes sense.
@rylandfoster1937
8 ай бұрын
@yuaisnek I thinknyou misunderstand whay I was saying. In previous ac games there was no turn speed. LWs could beat heavies by utilizing speed and mobility to get beside or behind them and not get hit because the heavy build could turn to trackbfast enough. In AV6 that isn't the case, and we are seeing heavies dominate the field. Slowing down the turn speed, by say 25% may help with the issue. Gives lightweights the ability to actually use thier advantage but not to the point where heavies couldn't do anything to hit them.
@yuaisnek
8 ай бұрын
@@rylandfoster1937 Im so confused. AC6 is the only game without turnspeed. Heavies still dominated in older AC titles. AC6 doesnt have turnspeed and HWs are still dominant. These are all facts stated by those on the podcast. There's this "claim" that Turnspeed allowed LWs to compete against HWs, but the data disproves that. The data does not support the claim. So that means turnspeed didn't balance HWs/LWs.
@Pulleylube
8 ай бұрын
1:10:30 not my ass thinking qb had i-frames the whole time just a really small amount like dks1 backstepping
@HopelessEvenings
8 ай бұрын
DS1 backstepping didn’t have s either. Backsteps only have s in DS2.
@Pulleylube
8 ай бұрын
@@HopelessEvenings 🤡🤡🤡
@SightLock
8 ай бұрын
With all due respect dude, turn speed is part of the charm. This is your 1st AC game and your opinion is honestly not valid. Looking at your videos and what you call High skill gameplay is very mediocre. Turn speed add another skill floor, which added to the dept of the game, put in quick turn (which is pointless in AC6) and it's high level play. Your statement about AC1 feeling clunky proves the point that your opinion is not valid, of course it's going to feel that way coming from a PC with unlimited turnspeed. HW dominates the game because of no turn speed and hardlock. There need to be a bigger drawback for using hardlock and AB.
@miklow3278
8 ай бұрын
AC6 shifts the focus from staying on target, to out maneuvering and spacing your oppenent.
@echoq7594
8 ай бұрын
@@miklow3278 Uh, that was always the case, even more so in the older games than in AC6. Turn speed was mostly part of the game to make movement deeper and to keep a check on the pacing of the game. I swear people don't wanna have to deal with systems deeper than a puddle nowadays, just move forward and backward and hit attack.
@ni9274
8 ай бұрын
You don't have to play older AC games to have an opinion on AC6, and how are the "high skill gameplay video" mediocre ? Turn speed also made the game feel less responsive and satisfying for new players and casual audience, that's why the AC franchise was always niche and eventually abandoned by Fromsoft. Now that Fromsoft is a AAA studio and 99% of from fans aresouls fans it just isn't economically viable to make a new AC game without making a lot of change to increase accessibility. AC6 has depth, there are tons of things to learn and things to improve if you decide to invest time in the game.
@SightLock
8 ай бұрын
@miklow3278 in theory, that's the case, but with hardlock and the other game play mechanics, that's not always feasible. Hence why AB HW dual zimmers are so hard to dodge with shields.
@miklow3278
8 ай бұрын
@@echoq7594 AC6 being a new game, enables the use of more complex terrain design and verticality in regards to movement.
@hyperfixatedd
8 ай бұрын
In the older games melee absolutely works in the story modes ... Not so much in PvP haha
@GrayFolxy
8 ай бұрын
skill issue.
@hyperfixatedd
8 ай бұрын
@@GrayFolxy yeah I'm not that good in the older games! I'm pretty good at 6 tho hehe
@GrayFolxy
8 ай бұрын
yeah lets see paul allen build @@hyperfixatedd
@hyperfixatedd
8 ай бұрын
@@GrayFolxy wtf ur on about
@GrayFolxy
8 ай бұрын
dude lacks the humour too whatever you are boring @@hyperfixatedd
@CrashD6
8 ай бұрын
There are better ways to balance the game without turn speed. 1) The most important, merging Assault Boost and Quick Boost into the same button. Differentiate them by quick tap and holding the button. Hitting the button always starts with a quick boost, but holding it makes it transition into assault boost, this assault boost does not lock you into facing ahead like we have in AC6, instead the AC could assault boost to the side while facing the opponent and shooting at the same time. While the quick boost would be merged with the AB quick turn to change directions just like the standard quick boost and quick turn, but all in one button, try to visualize it in action. Imagine assault boosting to the side, with your belly facing the enemy while you shoot the enemy, the you hit and hold the button to tilting the analog stick to the other side, the AC starts with a quick boost then transition into assault boost in the same manner as before, with it's front facing the enemy, like the AC is laying on it's side. The quick boost energy efficiency could be scaled with weight, so light ACs waste very little energy chaining quick boosts, while heavy ACs would save energy by not using quick boost that often and having an overall slower speed. Again, light weights waste very little energy QB chaining, while heavies waste a lot of energy with QB, so they would rely on the "omnidirectional" AB in the horizontal axis to move around (you could still AB in the vertical axis by using the camera, up and down) I hope I've made my point as clear as possible, you can ask me in case of doubt. 2) This is a quicker, easier solution. Remove the hard lock for fire arms, and only use it as a "soft homing lock" for melee. Like you have no hard lock, bringing positioning and outmaneuvering back to AC6, but when you hit the melee attack (be it weapons, punches or kicks) the game hard locks for the duration of the melee attack, and frees your camera once it's animation ended. In that way, removing the hard lock does NOT render melee ineffective, thus NOT removing melee from the game (also, increase the analog sensitivity for controller and flight stick users to allow them to compete with mouse users)
@Deviantsoundz
8 ай бұрын
Just make weight classes so that the vast majority of the lightweight dual viento players that think they are ramen realize its their movement that is the root of their defeats.
@ExeErdna
8 ай бұрын
This is true, a lot of the turn their minds off and just rush in. That's why they cry the loudest when they cannot win from that first rush. They're one trick ponies that call everything but how they play "broken"
@taylordiclemente5163
7 ай бұрын
So long as movement is full of animation locks and cued attacks, lightweights will be dead.
@Geozone117
8 ай бұрын
So what... just because it was in the past doesn't mean it should continue.
@taylordiclemente5163
7 ай бұрын
Did you participate in the past?
@papagskills
8 ай бұрын
Weight should just affect FPS lock speed. Basically the time it takes to get a lock should be partially determined by the time it takes the AC to orient their weapon toward the target. This would logically take longer for heavy weights. This keeps existing camera controls without making things feel sluggish. The issue with bringing back turning speed is new players will not make the connection that weight affects how fast the camera moves. They will just think the controls are bad and stop playing.
@papagskills
8 ай бұрын
FYI I've played AC1-6 and I don't want to go back to clunky controls of gen 1-2
@ExeErdna
8 ай бұрын
That doesn't make sense because a heavier mech are using more robust parts basically they're MADE to carry heavy weapons. This would mean lights shouldn't be able to carry really heavy weapons like Quad gats. Yet the new light Core is made like a heavy outside of the AP of course. It can handle some of the heavies loadouts with ease. All this is doing is not solving the problem that lights are supposed to lose to heavies and people refuse to accept their favorite setup just sucks via the stats
@papagskills
7 ай бұрын
@@ExeErdna A heavier mech can carry heavy weapons but you're confusing the idea of load capacity with force required to move the load.
@papagskills
7 ай бұрын
I'm not suggesting that lights should be equal to heavies in a straight up fight. Heavy vs light in face trade should favor the heavy due to AP/Stability advantage but the whole idea of running a light is maneuverability which is sorely lacking in this game because there is no difference between heavy and light.
@oj9069
8 ай бұрын
The problem isn't weightclass or turn speed. The problem is the stagger component. I like the system. Its just done wrong. Stagger is tied to how heavy and big your ac is. High AP = high stability. For it to work better stagger should be reversed. High AP = Low stagger/stability and high AP = high stagger/stability
@ExeErdna
8 ай бұрын
Yet that doesn't make sense, lighter should be faster to recover while heavier should be simply harder to stagger. Basically like how "Poise" and "Superarmor" worked in other IPs. It'll be pointless to use heavies if they get staggered too easily. Thus repeating the problem
@oj9069
8 ай бұрын
@@ExeErdna I understand from a realistic perspective. But its giant AC with guns fighting. How realistic is it actually. From a practical stand point heavyweights with lots of AP easier to stagger and light AC with half the AP harder to stagger. It makes them balanced
@ExeErdna
8 ай бұрын
@@oj9069 Lights are supposed to NEVER get staggered since they're dead either way due to being frail. They were overall often the worse choice. All due to mids and heavies catching up in DPS race thus no matter what lights suck. What makes lights worse off is players thinking they should win versus everything they fight. The whole "Juggernaut" fight should have taught them about climbing walls sometimes you just can't. That don't mean you remove or weaken one thing to make what you like better, that's selfish. Plus, we know the root of the problem is the netcode and people's suspect internet. They're half-ass about to ruin the game before it's a year old due to their salty they lost in ranked. knowing the p2p style is flawed to hell and back where some weapons are player side only so if they shoot and hit on their screen it doesn't matter if you moved on yours. So as I said people know what's wrong and basically coping by saying others things "will help the game" when if people's internet is still ass and the netplay is p2p. Nothing they do outside of netplay fixes will change anything. "Turn speed" will be the next BVO trash from scrubs and they'll cry when anything heavier defeats them once again
@oj9069
8 ай бұрын
@@ExeErdna saying they should never get hit is not true. Your eventually going to get hit by an lcb or a proximity destination. And instantly staggered. I'm not talking about making one stronger than the other im thinking of a way to make it balanced . The tank can keep all its deffences, all its AP, all its load limit. Just alter the stagger system. Your the one saying one should be stronger than the other. Your saying tanks should be strongest. I'm not say a LW should beat everything. Or a HW should beat everything, or a rat should or a medium. I'm saying everything should have an equal chance. I'm not comparing it to past acs because ita a totally different game. You can infact play through the whole game as a light weight. I did start to end. Really enjoyed it aswell. The only time I didn't was facing cel 240 for the 1st playthrough. So I played the heaviest tank I could with the heaviest firepower. And it was easy, just so dumb
@corvus9359
7 ай бұрын
@@ExeErdna No self-respecting lightweight player thinks they should win against everything they fight. The whole premise of a lightweight build is that you move a lot faster, but you also die a lot more easily. Also the Juggernaut is an easy boss fight, and it's no different with a lightweight. All you have to do is fly over it or just get behind it. A lot of its attacks are either slow, have a noticeable wind-up, or primarily affect the ground.
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