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Realism has had it's fun...
Echoez:
--- Quote from: JaegerDelta on March 24, 2014, 06:13:40 pm --- Pilot and engineering skill sets and cooperation now have to catch up.
--- End quote ---
There's a problem with your argument there, a gunner's aimming skill can keep getting better and better until they become a ballistics genious or something.
Pilots are extremely limited by what their ships can do and Engineers are even more limited by repair times and their tools. AKA, navigation is limited by the physical capabilities of the ship and engineer play is purely number and cicle based, something that after one point, you can't get any better at. Weapons are only and I repeat, ONLY limited by their effective range, once within effective range, the weapon will do as good as the gunner can do with no limits.
This game is simply more of a turret gunner's game now than a pilot's game and engineer play was never something extremely exciting anyway (at least for me it wasn't, never found it interesting, I just did it when I wanted something more relaxed).
Tools like Claw/Hydro/Chute aren't fast enough and ships by themselves don't realy have large enough differences in speed unless you take the complete opposites in the spectrum, for example the Goldfish is faster than a Pyra, but it is irrelevant when the Pyra can easily keep up with you for more than enough time to finish you off if you make a run for it for example, the supposedly agile ships can't even manuver enough to avoid shots when you move in the enemy gun's sweet spot, there are just too many limitations.
If you ask me, aside from the fact that the ships don't feel as fun to fly anymore than to gun on them, I will heavily blame the extreme focus people on both Pubs and Competitive have on the TDM gamemode. Curse it to hell and all the way back, it is the primary reason that the meta has stagnated so much to this stationary sniper mode (at least when I was playing). TL;DR : TDM is boring, Objectives force confrontations and encourage movement and mobility, there is also that magical point clock ticking to discourage people from camping forever.
PS: You know what else I miss? Good ol' bugged Kerozene. Which honestly felt much of a medium between the purely speed or turning focused Moonshine and Phoenix, which allowed more diversity in pilot builds without having to sacrifice ALL your mobility or ALL your utility.
Thomas:
I can say that faster ships would be more fun, but that's from a pilot perspective; and of course you don't want them going -too- fast, which is what I think most people are worried about.
By increasing ship speeds, you will change the balance of the game. That's not to say it will imbalance the game, but things will definitely be different. We can always adjust other things to compensate, but that's a pretty large effort; and you have to ask if changing all/most other aspects of the game is worth the change? Faster ships would be more difficult to hit. Do we reduce the hp of components? Would tools make the ships be way to maneuverable and have to reduce their effect? Would tools still provide enough of a difference to be useful, or would players switch to utility tools instead of maneuverability tools? Would we need to increase gun arcs and shell velocities? Would the ship masses need to be adjusted so ramming doesn't do crazy huge amounts of damage from the velocity? What about the really slow ships or guns with small arcs, would they even be competitive anymore? Would the small maps be too small now?
Increasing the ship speed would increase the skill cap for gunners, and probably pilots, but likely reduces it for engineers. Faster movement means you need better reaction times and coordination, because things are changing at a faster pace. With ships moving faster, you need to be able to lead them a lot better -and- compensate for your own ship movement more. Now with shots being harder to land, and ships having an easier time getting out of arcs, this ideally gives engineers less to do. Sure there's always going to be repairs, but there's no 'you need to get this exactly right or we're dead', since there's a higher chance of error on the pilot and gunner level.
Or perhaps engineers will have to do better, with their pilots more likely to smack into obstacles and enemies able to suddenly appear and hit you hard. Engineering will probably be about the same really.
Right now pilots are less about flying skill, and more about decision making and strategy. Once you're in a situation, there's not a whole lot you can do to change that. If the enemy sneaks up on you with a metamidion, you can hydro, vent, phoenix claw, etc; but mostly it's "Oh, guess we're dead now." Because any movement you make isn't fast or dramatic enough to throw them off enough to spare you. You need to be prepared ahead of time for that kind of event, and no amount of skill will save you (most of the time).
N-Sunderland:
--- Quote from: Echoez on March 24, 2014, 06:31:09 pm ---PS: You know what else I miss? Good ol' bugged Kerozene. Which honestly felt much of a medium between the purely speed or turning focused Moonshine and Phoenix, which allowed more diversity in pilot builds without having to sacrifice ALL your mobility or ALL your utility.
--- End quote ---
I'm with you on this one. It opened up so many more loadout possibilities. I miss my kerosene/tar/chute Pyra...
Captain Smollett:
Well I haven't posted on this thread until now, and I must say I really do see both sides of this argument; but I really feel like I need to interject just one clarification.
The ships in GOI are all traveling at the same max speed they always have ever since the games release.
It's not the speed that's changed, it's the acceleration. Ships can't change direction, juke or achieve max speed as easily as they used to, however they all go just as fast as they always have.
Spud Nick:
The vertical movement has changed a lot from the old days as well.
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