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Mech Speeds Nerfed?


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#21 Syllogy

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Posted 16 April 2013 - 06:58 PM

I submit that speeds were buffed a few months ago. I see this as a return to normal values.

Edited by Syllogy, 16 April 2013 - 06:59 PM.


#22 Soy

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Posted 16 April 2013 - 07:02 PM

View PostSyllogy, on 16 April 2013 - 06:58 PM, said:

I submit that speeds were buffed a few months ago. I see this as a return to normal values.


Actually they were running at 7.5% while the in game text reads 10% you lose gg try again.

#23 Escef

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Posted 16 April 2013 - 07:02 PM

View PostSyllogy, on 16 April 2013 - 06:58 PM, said:

I submit that speeds were buffed a few months ago. I see this as a return to normal values.

I submit that you don't know what you're talking about. Also, I submit that for some unknown reason my Hunchback saw a bump of 0.1 kph to it's top speed that is not reflected in the mechlab. Something very weird is going on with how they are computing speeds.

#24 mariomanz28

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Posted 16 April 2013 - 07:41 PM

View PostEscef, on 16 April 2013 - 06:00 PM, said:

You are missing the fact that the loss of speed seems mostly random. Some are reporting drops of less than 1%, others as high as 7+%.

My CN9-A lost 0.6 kph. Not much, no. But I did notice it.


My CN9-A is down 0.7 from 98Kph to 97.3. Didn't realize people were getting different numbers. I had calculated it down to instead of Speed Tweak giving 10% like it's supposed to (89.1 + 10% is 98Kph on the CN9-A with 275 eng) it's only giving about 9.3% now instead of the full 10%. My friend who has 3 commandos said he was short by 1Kph on those. Also my CN9-AL is down by about the same amount from 94.4Kph with a 265 eng to 93.7Kph.

#25 Tie Ma

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Posted 16 April 2013 - 07:44 PM

maybe its the terrain/baseline friction slow you down.

fingers crossed for real physics first step/implementation

#26 mariomanz28

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Posted 16 April 2013 - 07:47 PM

View PostTie Ma, on 16 April 2013 - 07:44 PM, said:

maybe its the terrain/baseline friction slow you down.

fingers crossed for real physics first step/implementation


You know I didn't even think about this but that would be cool if it's the case. However when playing I didn't notice the speed fluctuation like it does in MW4 (just been playing MW4 recently since finally getting it to work on Win8) when you run up and down inclines.

#27 Deathlike

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Posted 16 April 2013 - 07:51 PM

Guys, the "new math is this".

Normal Top speed of mech (as listed in the mechlab).

TRUNCATE. My 285XL Jenner runs at 131.9 kph, so ROUND DOWN to 131 kph

Then apply speed bonus. 131 * 1.1 = 144.1 kph, as listed in game (in actual play).

This applies to ALL mechs with the speed tweak.

That is all.

Edited by Deathlike, 16 April 2013 - 07:52 PM.


#28 mariomanz28

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Posted 16 April 2013 - 07:57 PM

View PostDeathlike, on 16 April 2013 - 07:51 PM, said:

Guys, the "new math is this".

Normal Top speed of mech (as listed in the mechlab).

TRUNCATE. My 285XL Jenner runs at 131.9 kph, so ROUND DOWN to 131 kph

Then apply speed bonus. 131 * 1.1 = 144.1 kph, as listed in game (in actual play).

This applies to ALL mechs with the speed tweak.

That is all.


Unfortunately this is not the case:

CN9-A post patch with ST and 275 engine base speed 89.1 with ST 97.3 (was 98)
89.1 * 1.1 = 98.01
89 * 1.1 = 97.9
I'm getting 97.3 not 97.9

#29 Deathlike

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Posted 16 April 2013 - 08:20 PM

View Postmariomanz28, on 16 April 2013 - 07:57 PM, said:


Unfortunately this is not the case:

CN9-A post patch with ST and 275 engine base speed 89.1 with ST 97.3 (was 98)
89.1 * 1.1 = 98.01
89 * 1.1 = 97.9
I'm getting 97.3 not 97.9


Humor me, what is the formula to calculate top speed?

Edited by Deathlike, 16 April 2013 - 08:20 PM.


#30 wolf74

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Posted 16 April 2013 - 08:38 PM

I see two thing happening from this type of qq over what was and was not put in patch notes.
1. The patch notes will be longer the any U.S.L.A.
Or
2. The patch note will read "We change something can you guess what it was?"

#31 PappySmurf

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Posted 16 April 2013 - 08:53 PM

Yes they nerfed the hell out of everything my mechs are slower my turn rate is slower my acceleration is slower my ssrms streaks and lrms got nerfed again and on top of it all the Cbills got nerfed lol nice patch.A

#32 Bagheera

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Posted 16 April 2013 - 08:58 PM

I really hope this is a bug and not an unannounced, intended change.

#33 Noobzorz

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Posted 16 April 2013 - 09:00 PM

View PostForestGnome, on 16 April 2013 - 05:32 PM, said:





This is easily the dumbest thing i've read all day.

Just because you can't see QA, doesn't mean it does not exist.

Just ask my friend Gravity.


Definitely true (well, not the dumbest thing I've read all day; not by a longshot), but the QA has not done a spectacular job, and PGIs communication is beyond appalling. They might not have to communicate EVERY detail, but there are small but significant (and sometimes not so small) changes that they are foolish to omit (c.f. Blizzard patch notes). I think this may earnestly be some of the worst developer-user dialogue I've ever seen.

View Postwolf74, on 16 April 2013 - 08:38 PM, said:

I see two thing happening from this type of qq over what was and was not put in patch notes.
1. The patch notes will be longer the any U.S.L.A.
Or
2. The patch note will read "We change something can you guess what it was?"


Speed changes should be included in the patch notes. It's ridiculous to suggest that they shouldn't be.

For ****'s sake, TREYARCH'S PATCH NOTES FOR BLACK OPS II ARE MORE COMPLETE THAN THIS.

#34 Escef

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Posted 16 April 2013 - 09:00 PM

View PostDeathlike, on 16 April 2013 - 07:51 PM, said:

Guys, the "new math is this".

Normal Top speed of mech (as listed in the mechlab).

TRUNCATE. My 285XL Jenner runs at 131.9 kph, so ROUND DOWN to 131 kph

Then apply speed bonus. 131 * 1.1 = 144.1 kph, as listed in game (in actual play).

This applies to ALL mechs with the speed tweak.

That is all.

My CN9-A with a 250 STD engine tops out at 81 kph, according to the mechlab.

With Speed Tweak it was going 89.1 kph, now it goes 88.5 kph.

My HBK-4G with a 250 STD engine tops out at 81 kph, according to the mechlab.

Without Speed Tweak it goes... 81.1 kph?

Seriously, something is just. not. right.

Edited by Escef, 16 April 2013 - 09:02 PM.


#35 Laserkid

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Posted 16 April 2013 - 09:01 PM

The state rewind is cause ballistic and ballistic like weapons to actually hit. Now you can't look at your speed like armor, your speed is tactical advantage. Sudden'y the over gunned commando with moderate speed but high firepower mached sense. Wait! Wait till the battle is joined and not everyone is loking for the lone light mech that runs a km ahead of teh heavies and assult....to die in flame.

Play patently, play smartly, and take the fact that sometimes....6 PPCs hit you....not due to the game being broken....but the enemy pilot having great gunnery skills enough to lead some 150 kph light and hit you with a massive burst of damage.

#36 Vermaxx

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Posted 16 April 2013 - 09:18 PM

Mech speed is engine divided by mech weight times 16.2. Speed Tweak is 10% on top of that.

THAT IS SIMPLE FAKKING MATH. Anything that does not MATH OUT to that is not balance, it is a bullshart narf.

#37 Deathlike

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Posted 16 April 2013 - 09:59 PM

Here's my corrected formula:

Mechlab top speed * .9925 * 1.1 = new top speed

Try the numbers now. Round up towards the end.

My current math suggests that factored in some "bonus" that they shouldn't to the speed tweak formula.

FYI, I ran the 285XL Jenner in battle before the speed tweak (got the upgrade recently) and the game registered it at 132 kph instead of the mechlab stated 131.9 kph.

Edited by Deathlike, 16 April 2013 - 10:04 PM.


#38 Dr Killinger

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Posted 16 April 2013 - 10:35 PM

When your Atlas goes 50, 0.5kph difference doesn't feel any slower :) we've all been affected by 1 or 2 percent, so I don't see this as anything threadworthy really.

#39 MustrumRidcully

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Posted 16 April 2013 - 10:42 PM

View PostDesert Session, on 16 April 2013 - 06:31 PM, said:

You can observe the effect of gravity. I don't the same can be said for PGI's QA.

Maybe QA is more like, say air? The air might stink now, but if it didn't exist at all, it would be much worse?

#40 Deathlike

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Posted 16 April 2013 - 10:51 PM

View PostMustrumRidcully, on 16 April 2013 - 10:42 PM, said:

Maybe QA is more like, say air? The air might stink now, but if it didn't exist at all, it would be much worse?


It can easily ALWAYS be much worse.





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