

5 Meter Tall Atlas. Huh?
#1
Posted 27 February 2013 - 11:05 AM
http://youtu.be/6_wUQPSyZ-0
#2
Posted 27 February 2013 - 11:07 AM
Well bigger is always better...
#3
Posted 27 February 2013 - 11:08 AM
So idk wtf 5 meters means
#4
Posted 27 February 2013 - 11:09 AM
#5
Posted 27 February 2013 - 11:10 AM
Great job though, that was a good idea for testing actual height.
Scale is a huge part of balancing a 'mech, so we really need to stay on PGI about getting it right.
#6
Posted 27 February 2013 - 11:10 AM
Even double doesn't mean x2.


#8
Posted 27 February 2013 - 11:13 AM
#9
Posted 27 February 2013 - 11:13 AM
Let's see if i can find it...
Mechs (height)
Light => Commando (25 ton) = 9m
Medium => Enforcer (50 ton) = 12m
Heavy => Grashopper (70 ton) = 14m
Assault => Banshee (95 ton) = 15.2m
Now we all know that the IWM and RPE miniatures aren't to scale, but a lot of us thought that the Armorcast 1:60 (advertised) were to scale:
Atlas (100 ton) => 10.5" (26.5cm) = ~16m
Mad Cat (75 ton) => 8.25" (21cm) = ~12.5m
Vulture (60 ton) => 8.25" (21cm) = ~12.5m
I mean, if you can make a jump of ONLY 10 meters then you cant even jump the LENGTH of an Atlas which you clearly can. Also, add the fact that your OWN speed influence the jump which makes it odd.
Does the jump distance mean from ZERO speed or MAX speed. If I engage jumpjets when going 120+ KM/H I will fly far more than a measly 10 meters.
#10
Posted 27 February 2013 - 11:14 AM
LordBraxton, on 27 February 2013 - 11:08 AM, said:
So idk wtf 5 meters means
I assume 5 Meters means maximum jump height but I have no solid info to back that up. also is that 5 meters at full speed? because going slower makes you jump higher. I am operating under the assumption that 5 meters is the MAX height no matter what speed and going fast reduces what I get but it may be that going slow adds height. testing that now.
#11
Posted 27 February 2013 - 11:15 AM
#12
Posted 27 February 2013 - 11:19 AM
Quote
Also, the MINIMUM jump distance (if we look at the boardgame) is 3 hexes which by the original game is 30 meters per hex.
So yea, I'd say the numbers in the Mechbay are very inaccurate and does not really reflext how they work right now.
A better estimate would be the amount of seconds I can be airborne.
#13
Posted 27 February 2013 - 11:20 AM
- The jumpjets are pretty balanced as they are, and are deliberately balanced to make you fly about as well as you do now.
- TT values shows (IIRC) that you can fly about 30 meters forward (I think?).
From what I've heard, an atlas should be around 13-15 meters tall (granted, figures vary and I don't have any reference to that).
It makes sense that a single jumpjet would allow you to more or less exactly top the atlas, provided TT values.
#14
Posted 27 February 2013 - 11:38 AM
so in a hurry, what with their angry customers eyes watching.. they increase the speed at which you rise... suddenly JJs feel like you're actually jumping again... and somebody has to come say they're jumping to high.
Wow... just wow. Like every other stress filled day in the universe.
( I may have focused on the JJ part and less the scale of 'mechs )
Edited by M4NTiC0R3X, 27 February 2013 - 11:42 AM.
#16
Posted 27 February 2013 - 11:43 AM
I would really like to see jump measured in flight time also, I think this is a god idea.
new video:
http://youtu.be/dVT1Db4FGiY
#17
Posted 27 February 2013 - 11:44 AM
M4NTiC0R3X, on 27 February 2013 - 11:38 AM, said:
WHAT? Who did?
The Jenner has the ability to jump 180 meters according to SARNA and if I could do that I'd be damn glad if the arc is a nice parabolic one so that at my apex I'm at 90 meters highto clear that mountain im about to crash into.
Perhaps they forgot a 0 at the end for jump distances.
Edited by Terror Teddy, 27 February 2013 - 11:45 AM.
#18
Posted 27 February 2013 - 11:46 AM
Quote
But your horizontal movement has nothing to do with jumpjet distance. That's a product of your momentum from running.
Jumpjets are horrible right now. They need their fuel capacity at least doubled. A spider with 12 jumpjets should be able to jump 360m based on tabletop rules.
1) Jumpjets shouldn't decrease your forward momentum, esp. when landing
2) Jumpjets need higher fuel capacity
3) Jumpjets need directional thrusting
4) Jumpjets should recharge whenever they arnt being used (even while in midair)
Edited by Khobai, 27 February 2013 - 02:23 PM.
#19
Posted 27 February 2013 - 11:47 AM
Khobai, on 27 February 2013 - 11:46 AM, said:
But your horizontal movement has nothing to do with jumpjet distance. That's a product of your momentum from running.
Jumpjets are horrible right now. They need their fuel capacity at least doubled. A spider with 12 jumpjets should be able to jump 360m based on tabletop rules.
Yea, they are kinda underperforming now if I go with maximum jumpjets.
#20
Posted 27 February 2013 - 11:49 AM
I noted the same thing as you when I dropped my jump to 6m and still very much cleared an atlas.
If I lose "leapfrog" then my current LOVE of jumpjets will dissipate. I love the havoc caused when you strike and then LEAP!
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