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Std Engine 270 On Highlander=54 Kph. Current Speed For Mech Is Wrong.


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#1 ryoma

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Posted 02 April 2013 - 12:24 PM

http://www.sarna.net/wiki/Highlander

I was thinking "Man, that mech just seems to move too slow! What's up with that!

After a little research I found that its speed doesn't match!

I then checked several other mechs and found all of them had the same listed speed as sarna with the same engines.

Why did they make the Highlander more slow than the engine indicates?

I was heavily considering buying a Heavy Metal with my remaining MC, but I definitely wont with its speed cut.

Edited by ryoma, 02 April 2013 - 12:24 PM.


#2 Le Goat

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Posted 02 April 2013 - 12:28 PM

same with the atlas i guess, supposed to o 54 km and only does 48. its the way the round the numbers.

#3 Stingz

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Posted 02 April 2013 - 12:29 PM

TT needed to round the speed to the nearest hex, MWO has no need for that. Though I do hate how slow stock Assaults are.

#4 3rdworld

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Posted 02 April 2013 - 12:29 PM

Interesting. I checked the Atlas, Awesome, and stalker as well. They are all wrong.

Strange they are all shown to run 54kph but only move at 48.6 in MWO...

#5 Lee Ving

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Posted 02 April 2013 - 12:29 PM

10% of 48 = 4.8 + 48= 52.8

They're making you get speedtweak to run to a close average of the Sarna numbers?

#6 One Medic Army

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Posted 02 April 2013 - 12:33 PM

Because in TT they're both 3/5 mechs.
They're 3/5 rather than 3/4.5 because TT can't do partial-hex movement.

In other words the TT speed got rounded up, whereas in MWO it isn't.
MWO speed is strictly based off of (engine rating)*16.2kph/(tonnage)

The Jenner's off a little as well, since it's a 7/11 mech rather than a 7/10.5

Edited by One Medic Army, 02 April 2013 - 12:34 PM.


#7 ryoma

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Posted 02 April 2013 - 12:34 PM

Guess i can see why they want assualts moving a bit slower. I think they should fix the speed per engine size on the Awesomes at least, they really need some love.

#8 Teenage Mutant Ninja Kerensky

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Posted 02 April 2013 - 12:36 PM

MWO uses (engine rating / tonnage) * 16.2 for max speed

#9 CG Oglethorpe Kerensky

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Posted 02 April 2013 - 12:36 PM

Okay, lemme explain.
Sarna uses battletech statistics that were rounded up and fudged.

A highlander is 90 tons, and with a 270 engine would walk 3 hexes (thirty meters each) per round. Mechs run at 1.5x the walk speed, because a mech couldn't run a half-hex they rounded up.
So highlanders moved at 3/5 (walk run) in tabletop. If you do the math (multiply by 10.8) it works out to 32.4/54 kph...which is what sarna states. Because of this any mech with an odd valued walk speed got an artificially high run speed.


But MWO doesn't use hexes, so there is no need to round up.
So the 90 ton highlander in MWO with a 270 engine has a walk speed of 32.4 and a top speed 1.5 that value....48.6

The easiest way to find the top speed in MWO is...
Engine rating / tonnage * 16.2

You may not know this but if you move your mech at its walking speed (66%) you will run cooler and turn tighter.

#10 3rdworld

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Posted 02 April 2013 - 12:54 PM

View PostOne Medic Army, on 02 April 2013 - 12:33 PM, said:

Because in TT they're both 3/5 mechs.
They're 3/5 rather than 3/4.5 because TT can't do partial-hex movement.

In other words the TT speed got rounded up, whereas in MWO it isn't.
MWO speed is strictly based off of (engine rating)*16.2kph/(tonnage)

The Jenner's off a little as well, since it's a 7/11 mech rather than a 7/10.5


I was under the impression TT forced you to use engines which gave whole hex values. But that makes sense.

#11 One Medic Army

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Posted 02 April 2013 - 12:58 PM

View Post3rdworld, on 02 April 2013 - 12:54 PM, said:

I was under the impression TT forced you to use engines which gave whole hex values. But that makes sense.

They force you to have whole hex walking values. Odd walking values would still lead to partial running values though, so they round up.

If they forced people to have whole hex running values (w/o rounding) then all walk speeds would be in multiples of 2, and atlases would only be allowed 200 or 400 engines.

Edited by One Medic Army, 02 April 2013 - 12:59 PM.


#12 Tabrias07

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Posted 02 April 2013 - 12:58 PM

View Post3rdworld, on 02 April 2013 - 12:54 PM, said:


I was under the impression TT forced you to use engines which gave whole hex values. But that makes sense.

iirc it doesn't force you to use those engines, but using one that didn't give at least a whole hex of movement had no benefit over a lighter engine with the same number of hexes.

#13 3rdworld

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Posted 02 April 2013 - 12:59 PM

View PostOne Medic Army, on 02 April 2013 - 12:58 PM, said:

They force you to have whole hex walking values. Odd walking values would still lead to partial running values though, so they round up.


Thanks





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