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'mech Speed Can Be Boosted Too Much


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#21 Accurs3D

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Posted 01 March 2013 - 04:57 PM

View PostCraftyman, on 01 March 2013 - 04:52 PM, said:


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


Yes they are you dirty liar.

#22 deforce

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Posted 01 March 2013 - 05:00 PM

ppl who complain about MWO vs TT are such a waste of time. its like comparing monopoly to investing in the stock market. but but but i rolled doubles wheres my free stuffs....??!?!?!?

#23 OneEyed Jack

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Posted 01 March 2013 - 05:11 PM

View Postdeforce, on 01 March 2013 - 05:00 PM, said:

ppl who complain about MWO vs TT are such a waste of time. its like comparing monopoly to investing in the stock market. but but but i rolled doubles wheres my free stuffs....??!?!?!?

People with no reading comprehension are the waste of time.

He wasn't complaining about MWO vs TT. He was simply using the way TT broke down speed to increments of hexes as an arbitrary way to determine a point for max engine rating. I disagree, but if you're going to make brainless comments about someone's ideas, they should at least be brainless comments about what he actually said.

As it turns out, he suggesting harsher limits on increasing speed over stock engine ratings, while TT had no engine limits beyond the tonnage required.

#24 Dreamslave

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Posted 01 March 2013 - 05:12 PM

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

I saw "TT" and stopped reading.


#25 DegeneratePervert

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Posted 01 March 2013 - 05:17 PM

My pretty baby with an XL400 does not like your idea.

#26 Craftyman

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Posted 01 March 2013 - 05:25 PM

View PostAccurs3D, on 01 March 2013 - 04:57 PM, said:


Yes they are you dirty liar.


SHUT IT, YEH GROT

#27 Puppeteerxerxes

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Posted 01 March 2013 - 05:30 PM

I don't see a reason why it should be tied to the stock engine rating. If they can play with heat on weapons, I think that some adjustemnts to speed based on chassis would be helpful. The spiders are really painful to play right now when 3l's can keep up with them most of the time.

#28 One Medic Army

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Posted 01 March 2013 - 05:36 PM

View PostPuppeteerxerxes, on 01 March 2013 - 05:30 PM, said:

I don't see a reason why it should be tied to the stock engine rating. If they can play with heat on weapons, I think that some adjustemnts to speed based on chassis would be helpful. The spiders are really painful to play right now when 3l's can keep up with them most of the time.

That's just the first pass.
The Centurions, for example, just got a boost to their engine caps (275 for A and AL, and 300 for YLW)

#29 Puppeteerxerxes

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Posted 01 March 2013 - 05:37 PM

thanks, I didn't know that, I mastered cents a long time ago. Maybe time to dust them off.

#30 Roland

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Posted 01 March 2013 - 05:48 PM

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

I have a problem

Posted Image

#31 Khobai

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Posted 01 March 2013 - 05:54 PM

Why would anyone in their right mind want to pilot a slow Commando?! I mean really...

#32 TheGreatNoNo

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Posted 01 March 2013 - 05:56 PM

Gimp my 4SP and I take your thumbs.

#33 MayGay

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Posted 01 March 2013 - 06:55 PM

right now there is no point in taking a spider, when the Flea comes out, there will be no reason to use it, if a decant fast ECM medium comes out, and it can go even 128km/h then there is no point in taking any lights save maybe the Jenner. At the moment about 40% of the lights I see are Raven 3L's that go max speed or close to it, 25% are Commando 2D's that go max speed or close to it, 15% are Spider 2D's 10% are JR7-F's or JR7D's, and the rest are a mix of the Raven 2X, 4X, I haven't seen the JR7-K since December, Spider 5K, 5V, or Commando 1D, 1B, 2D, 3A, and Death's Knell, mostly because the Raven 3L, COM-2D, and JR7-not K are vastly superior to the rest

Edit, I mean a fast Medium ECM brawler similar to a cent 9D with ECM not a dedicated scout like the Cicada 3M

Edited by James Griffin, 01 March 2013 - 06:58 PM.


#34 TheGreatNoNo

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Posted 01 March 2013 - 11:15 PM

Seen more jenners then spiders myself. Maybe due to it being a trial mech right now..

#35 Merky Merc

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Posted 01 March 2013 - 11:27 PM

View PostBlackSquirrel, on 01 March 2013 - 04:47 PM, said:

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



W..... wat?

Wtf? Hunchbacks need to be slower? Ravens that aren't the 3L should be slower? What are you on? And can I have some?

#36 CrashieJ

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Posted 01 March 2013 - 11:34 PM

I want to outrun missiles...


to literally be faster than the speed of a Streak SRM2, and have my Spider flip it's middle finger at enemy Raven 3L's as it runs circles around LRMs

#37 Valcoer

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Posted 01 March 2013 - 11:59 PM

To great a speed of the mech can also be attributed to not being able to build competitive mechs with smaller engines. The requirements of heat sinks for engines that are smaller makes using those engines near impossible with out giving up armor that mechs with larger engines are not required to give up. the benefit of using a std 300 or xl 300 is so much greater than using a 180 engine of the same type because any advantage you gain in weight you must give up by adding heat sinks, and in some cases those heat sinks are completely unnecessary for heat management purposes. some builds I have attempted to make on my cat K2 as I reduce engine size I find I dont have the weight to add the engines required heat sinks in some cases this can be up to 5 heat sinks you get 3 or 4 of them on with out stripping armor but then you hit an impasse. sometimes its due to having endo steel and no space for the heat sinks other times its because you cant get enough weight to build it with out stripping armor ( depending on if its a standard engine or an xl) This requirement makes no sense and severely restricts the creativity of the player. what would be a good mech that can stand up to a cheese build cant be built because of heat sink requirements. So we are left with ultra fast mechs in all classes with no one using the smaller engines because to do so weakens the armor.

#38 One Medic Army

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Posted 02 March 2013 - 12:05 AM

View PostValcoer, on 01 March 2013 - 11:59 PM, said:

To great a speed of the mech can also be attributed to not being able to build competitive mechs with smaller engines. The requirements of heat sinks for engines that are smaller makes using those engines near impossible with out giving up armor that mechs with larger engines are not required to give up. the benefit of using a std 300 or xl 300 is so much greater than using a 180 engine of the same type because any advantage you gain in weight you must give up by adding heat sinks, and in some cases those heat sinks are completely unnecessary for heat management purposes. some builds I have attempted to make on my cat K2 as I reduce engine size I find I dont have the weight to add the engines required heat sinks in some cases this can be up to 5 heat sinks you get 3 or 4 of them on with out stripping armor but then you hit an impasse. sometimes its due to having endo steel and no space for the heat sinks other times its because you cant get enough weight to build it with out stripping armor ( depending on if its a standard engine or an xl) This requirement makes no sense and severely restricts the creativity of the player. what would be a good mech that can stand up to a cheese build cant be built because of heat sink requirements. So we are left with ultra fast mechs in all classes with no one using the smaller engines because to do so weakens the armor.

We're following TT guidelines.
In TT every engine came with 10 free heatsinks, they weighed nothing. If your engine was smaller than 250 you had to put the extras elsewhere.
In MWO they make you pay weight for those external heatsinks, BUT they have also reduced the engine weights to compensate.
They've also added the weight of required components like the cockpit and the gyro to the engine, so that the engine weights don't go negative.

In TT a cockpit+gyro+245 engine weighs the same as a 245engine and a heatsink in MWO.

Edited by One Medic Army, 02 March 2013 - 12:05 AM.


#39 Larth

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Posted 02 March 2013 - 12:16 AM

Ravens were actually one of the slowest scout mechs. Commandos were average on the high end. Jenners were fast. However, Spiders were king of speed and jumping. Ravens didn't need speed, they had ecm. They'd go sneak sneak sneak and spot. Commandos were small, fairly nimble. Jenners were...well Kuritan. And like the Japanese, their prefered armor type was paper..... But they were fast and nimble. Same with the Spiders.

Unfortunately with a Sim, it just does not quite translate the same way as it does in TT. Perhaps when more TT rules are implemented, like trees blocking los/radar and providing cover/miss chance for example, then things can slow down a little. Big thing in TT was always hiding in trees. Not so much in a Sim like MWO. Maybe with the collision netcode getting implemented, some of that might come into play. I think I read trees could absorb damge or I was delusional.

I get the OP's viewpoint, just at this current time, it would be more of a detriment than helpful. Which has the unfortunate side effect of making some mechs that should shine in a category barely glimmer at all.

#40 Sug

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Posted 02 March 2013 - 12:30 AM

View PostHeadlessnewt, on 01 March 2013 - 04:13 PM, said:

Don't restrict player creativity.


Players are ******** that will take any opportunity you give them to cheese out a win. **** 'em.





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