Jump to content

'mech Speed Can Be Boosted Too Much


39 replies to this topic

#1 MayGay

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 304 posts
  • LocationOntario

Posted 01 March 2013 - 04:02 PM

I have a problem with non-cicada/potential other similar fast mediums going over 120km/h, and Ravens (5/8 or 86.4 km/h - 6/9 97.2 km/h (3L)), and Commandos (6/9 or 97.2 km/h) being able to max speed out and going as fast as Jenners (7/11 or 118.8 km/h), Spiders (8/12 or 129.6 km/h), and Cicadas (7/11 or 118.8km/h (3C) - 8/12 or 129.6kmh)

Personally, using the listed TT walking speed, which is 10.8km/h per hex, I would add a maximum of 2 hexes, or 21.6km/h to the walking speed of the 'mech, which would add either 21.6km/h or 32.4km/h to the maximum speed of the 'mech.

I just think it would balance things out a bit, and make less heavily armed 'mechs like the Spider, and some models of the Cicada useable because it really sucks when you are outgunned and can't get away

Edited by James Griffin, 01 March 2013 - 04:04 PM.


#2 Team Leader

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,222 posts
  • LocationUrbanmech and Machine Gun Advocate

Posted 01 March 2013 - 04:04 PM

Wait. Did you just say they're too slow and that they can be made to go too fast? Huh?

#3 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 01 March 2013 - 04:07 PM

No, he said, basically only allow 2 * mech tonnage in engine rating higher than it is now.

Basically, each hex is 10.6 (or 10.8, don't remember) kph in speed. Thus, he is saying limit the amount of extra engine you can wield in each mech so that the ones which can move quickly actually can move quickly compared to other mechs.

#4 One Medic Army

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,985 posts
  • LocationBay Area, California

Posted 01 March 2013 - 04:12 PM

Yeah, no.
Non Trebuchet/Cent9D mediums are already too slow to reach their efficient point (300Std or 350XL for a 50tonner with Endo)

#5 Headlessnewt

    Member

  • PipPipPip
  • Big Brother
  • 97 posts

Posted 01 March 2013 - 04:13 PM

Gotta disagree. Don't restrict player creativity. Engines are heavy, boosting your speed is a significant sacrifice in weight.

I do think the engine rating caps should be tweaked a bit, especially the problem children (3L I'm looking at you).

Edit: Sacrifice in weight OR survivability and cash, if you go with an XL.

Edited by Headlessnewt, 01 March 2013 - 04:13 PM.


#6 MadPanda

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,054 posts
  • LocationSearching for a game...

Posted 01 March 2013 - 04:14 PM

I saw "TT" and stopped reading.

#7 Riogar Daylighter

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 328 posts
  • LocationNew Brunswick Canada

Posted 01 March 2013 - 04:14 PM

I think engine caps should be removed. They were in place only to help with the lag shield. Anyone remember Trollmandos lol.

#8 Merky Merc

    Member

  • PipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 871 posts
  • LocationRidin down the street in my 6-4

Posted 01 March 2013 - 04:15 PM

That would successfully kill medium mechs for me.

#9 Nathan Foxbane

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 2,984 posts

Posted 01 March 2013 - 04:21 PM

Maybe a variant quirk. Otherwise it is a big no go as you are really handicapping some variants, particularly some of the very slow mediums.

#10 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 01 March 2013 - 04:25 PM

View PostRiogar Daylighter, on 01 March 2013 - 04:14 PM, said:

I think engine caps should be removed. They were in place only to help with the lag shield. Anyone remember Trollmandos lol.


There are two kinds of speed caps.

The hard cap at just under 150kph is because that's the maximum the game can handle.

Engine rating caps (where you can only see the as high as 260 for a Hunchback, for example) are weight class-based & chassis-based engine restrictions. They take the variants stock engine rating and use that to find it's maximum engine rating- note that Hunchbacks all have a much slower stock engine (and thus lower maximum engine) than most Centurions and all the Trebuchets.

This is what keeps the Hunchback from being the same speed as the Trebuchet. Which is required, since Hunchbacks all have more weapon hardpoints and the Trebs need their own strengths.

Edited by Redshift2k5, 01 March 2013 - 04:25 PM.


#11 Chavette

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 2,864 posts

Posted 01 March 2013 - 04:26 PM

View PostMadPanda, on 01 March 2013 - 04:14 PM, said:

I saw "TT" and stopped reading.

Proper troll, takes notes, everyone.

#12 Riogar Daylighter

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 328 posts
  • LocationNew Brunswick Canada

Posted 01 March 2013 - 04:27 PM

View PostRedshift2k5, on 01 March 2013 - 04:25 PM, said:


There are two kinds of speed caps.

The hard cap at just under 150kph is because that's the maximum the game can handle.

Engine rating caps (where you can only see the as high as 260 for a Hunchback, for example) are weight class-based & chassis-based engine restrictions. They take the variants stock engine rating and use that to find it's maximum engine rating- note that Hunchbacks all have a much slower stock engine (and thus lower maximum engine) than most Centurions and all the Trebuchets.

This is what keeps the Hunchback from being the same speed as the Trebuchet. Which is required, since Hunchbacks all have more weapon hardpoints and the Trebs need their own strengths.


I took all that into consideration but I'm selfish and wants a 200 km/h Jenner :(

#13 Psikez

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,516 posts

Posted 01 March 2013 - 04:28 PM

Bring back the 350xl swayback.

#14 Playdoh

    Member

  • Pip
  • Survivor
  • Survivor
  • 15 posts
  • LocationDarwin, Australia

Posted 01 March 2013 - 04:34 PM

I'm waiting for the light that gets MASC - I wonder if they will be putting the "skid" or sliding rules in?

be funny as hell seeing a Jenner/Raven fly along at 200km/h+, hit the brakes and fall flat on their face (doing the appropriate damage, of course)

#15 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 01 March 2013 - 04:37 PM

View PostPsikez, on 01 March 2013 - 04:28 PM, said:

Bring back the 350xl swayback.


This would be great for pest (read: 3L) control.

#16 Monky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,219 posts
  • LocationHypothetical Warrior

Posted 01 March 2013 - 04:41 PM

My main problem is the speed boost unlock. It should allow your mech to function as if you had 1 engine rating higher (like a 300 now acts like a 305) rather than a flat out 5% boost, as light mechs benefit in a comically disproportional way from this at high engine speeds (10 kph in most cases). I would also change the heat efficiency perk to act like an additional standard heatsink at basic, and a double heatsink (external) at elite.

Edited by Monky, 01 March 2013 - 04:41 PM.


#17 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 01 March 2013 - 04:44 PM

jenners should be able to mount 345 and go about 156kph without tweak. cicada should be able to mount 415 (not realistic) but both mechs should go faster once the speed cap is adjusted. this is netcode, not engines.

#18 BlackSquirrel

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 873 posts

Posted 01 March 2013 - 04:47 PM

Ravens, Hunchbacks, stalkers need a slight reduction, certain catapult variants... Ok pretty much everything... I should just say what doesn't.

commando
spider
Jenner
Cada
cent
treb
dragon
awesome

Makes having certain speedy mechs irrelevant.

Just my opinion though... I certainly understand why people love cramming the largest engine in humanly possible... Same reason they loved the "lunchback" back in closed beta before that nerf.

#19 Craftyman

    Member

  • PipPipPipPipPip
  • 194 posts
  • LocationOregon

Posted 01 March 2013 - 04:52 PM

View PostJames Griffin, on 01 March 2013 - 04:02 PM, said:

I have a problem with non-cicada/potential other similar fast mediums going over 120km/h, and Ravens (5/8 or 86.4 km/h - 6/9 97.2 km/h (3L)), and Commandos (6/9 or 97.2 km/h) being able to max speed out and going as fast as Jenners (7/11 or 118.8 km/h), Spiders (8/12 or 129.6 km/h), and Cicadas (7/11 or 118.8km/h (3C) - 8/12 or 129.6kmh)

Personally, using the listed TT walking speed, which is 10.8km/h per hex, I would add a maximum of 2 hexes, or 21.6km/h to the walking speed of the 'mech, which would add either 21.6km/h or 32.4km/h to the maximum speed of the 'mech.

I just think it would balance things out a bit, and make less heavily armed 'mechs like the Spider, and some models of the Cicada useable because it really sucks when you are outgunned and can't get away


there are only 2 non-cicada mediums that can go over 120 kph and they are not a threat to lights or the cicada in any way

#20 Team Leader

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,222 posts
  • LocationUrbanmech and Machine Gun Advocate

Posted 01 March 2013 - 04:55 PM

View PostChavette, on 01 March 2013 - 04:26 PM, said:

Proper troll, takes notes, everyone.

*take






Am I doing it right?

Edited by Team Leader, 01 March 2013 - 04:55 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users