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Mechspeed Has Been Toned Down


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#1 Thorqemada

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Posted 24 May 2013 - 01:31 AM

Its undeniable that the general Mechspeed has been toned down, probably in several steps to make a smooth Transition.
But i very well remember how i bypassed Assaults in my Cent that ran 80 to 90khp in the past and now in a Cent that runs 97kph i am slower at bypassing Assaults (probably ~50% slower) than i was some months ago.

There is virtually no difference between 85 and 95kph - somewhere around 25 kph speed difference it starts to matter.

Its ok for me that you implement a sort of "Time Dilation" into MWO for reasons of stability and playability.

But this hurts all Mechs and PLaystyles that count on speed and maneuverability and hurts most the Medium weightclass which becomes to slow to flank, to big to sneak, to vulnerable to stand and to weak to kill.

The speed steps between the weightclasses have become almost negligible with the exception of the fast Lights who can go 40 to 50 kph faster than the rest of the World.

PGI - you really need to adjust all speedratrings (engine restrictions) to bring back a healthy differentation between the Mech classes!

Edited by Thorqemada, 24 May 2013 - 07:46 AM.


#2 Billygoat

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Posted 24 May 2013 - 01:43 AM

I've actually noticed this too, though I'm still not sure whether I'm just imagining it or not.

But I think you're right, speeds within a certain bracket do "feel" slower than they used to. Hunchbacks going at 80+kph now feel about the same as they did going 64kph back in Closed / Early Open. Going 100kph used to feel fast and allowed you to outpace assaults and heavies easily, but now anything below about 130kph feels very sluggish and prone to being blown away by Atlases and Stalkers without enough vroom-vroom to get behind cover in time. Maybe that's part of why the new Blackjack feels so lacklustre.

I'm not sure if it's just an animation thing (maybe the steps and cockpit bounce have been adjusted) or if they actually are slower. But something is definitely different from a few months back.

#3 mike29tw

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Posted 24 May 2013 - 01:58 AM

View PostBillygoat, on 24 May 2013 - 01:43 AM, said:

I've actually noticed this too, though I'm still not sure whether I'm just imagining it or not.

But I think you're right, speeds within a certain bracket do "feel" slower than they used to. Hunchbacks going at 80+kph now feel about the same as they did going 64kph back in Closed / Early Open. Going 100kph used to feel fast and allowed you to outpace assaults and heavies easily, but now anything below about 130kph feels very sluggish and prone to being blown away by Atlases and Stalkers without enough vroom-vroom to get behind cover in time. Maybe that's part of why the new Blackjack feels so lacklustre.

I'm not sure if it's just an animation thing (maybe the steps and cockpit bounce have been adjusted) or if they actually are slower. But something is definitely different from a few months back.


Well, HSR happened.

Now it doesn't matter how fast you waltz around assaults, once the get a good shot on you you're toast, and with HSR it's not difficult at all. At least this is my explanation on it.

#4 Bloody Moon

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Posted 24 May 2013 - 02:03 AM

Yeah, this has been brought up a few months ago and got shot down by the devs as far as i can remember who said that the speed is the same as ever.

#5 Billygoat

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Posted 24 May 2013 - 02:08 AM

View Postmike29tw, on 24 May 2013 - 01:58 AM, said:


Well, HSR happened.

Now it doesn't matter how fast you waltz around assaults, once the get a good shot on you you're toast, and with HSR it's not difficult at all. At least this is my explanation on it.


That could be it. Like I said, I'm still not certain if I'm just imagining it.

But take look at some videos from post-NDA closed beta videos of, say, Hunchbacks and then compare to recent ones (or playing the game). I swear going at ~85kph now looks just like ~65kph did back then.

#6 OneEyed Jack

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Posted 24 May 2013 - 03:37 AM

I've felt a few times like the speed had changed, but then I got in a Stalker for the first time in awhile and it felt a lot faster...

#7 Thorqemada

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Posted 24 May 2013 - 04:39 AM

View Postmike29tw, on 24 May 2013 - 01:58 AM, said:


Well, HSR happened.

Now it doesn't matter how fast you waltz around assaults, once the get a good shot on you you're toast, and with HSR it's not difficult at all. At least this is my explanation on it.


HSR would not affect the speed difference between different classes of Mechs.
I had a conquest match at Tourmaline and me and another Mech headed for a Cap at the same speed - later on i got killed and as spectator have seen that this other Mech was 10kph slower than me.

When i bypass friendly Assaults that still go around 55kph (except the Awesome) i should be faster at this than in the past but i am not despite having a faster Mech now.

In the past i would have said the speedsteps between the weightclasses should be 55, 70, 90, 130 kph.
In the current Environment it needs to be 55, 80, 110, 150 kph for a healthy differentation.

#8 Truesight

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Posted 24 May 2013 - 04:56 AM

Noticed this too in my PB, it is running around 84 kph, or so it says, i can barely get past a 64 kph assault.

Sure 20 kph is not enough to "zoom" away, but it still takes some time to get past other assaults, sure feels longer than a takeover with my car with a 20 kph difference.

Maybe the mechs got all bigger(and more detailed), this would give us the illusion of being slower.

#9 zhajin

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Posted 24 May 2013 - 05:14 AM

I did notice today in a jenner doing 130kph that there were times it felt like i was crawling. and this is not the first time i have noticed it. I can not say i feel slower across the board but there definitely times when i feel like im running through jello. I am wondering if it is related to some of the network changes? my ping is usually in the 30s, but there could be some packet loss, serer lag or maybe related to terrain?

Edited by zhajin, 24 May 2013 - 05:23 AM.


#10 Felbombling

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Posted 24 May 2013 - 06:28 AM

Well, it should be fairly easy to test out. Get a few friends and hop in different Mechs that are of the same potential speed, and have a foot race out of the start area in your next match.

#11 TexAce

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Posted 24 May 2013 - 06:31 AM

To test this you have to drop together and make a run.

What makes you feel this is the walking cycle of each mech. Some mechs have a fast walking animation at 84kph, some have a slow one.

This is I think just a visual thing (I HOPE) and I don't like it either.
They should revisit all walking cycle animations and adjust them accordingly.

Best examples are I think the awesome and the raven.
An awesome running 80kph looks faster than a raven running 130kph (just from the walking animation, not the actual distance they do).

The animations dont speed up with the running speed. A raven walking 80kph has just a minimally slower walking animation than one running 120kph.

Edited by TexAss, 24 May 2013 - 06:35 AM.


#12 jozkhan

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Posted 24 May 2013 - 07:03 AM

Could it be that over time other players are upgrading engines and gaining speed tweak mastery so your relative speed doesnt feel so fast anymore?

#13 Thorqemada

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Posted 24 May 2013 - 07:07 AM

No.

#14 Stoicblitzer

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Posted 24 May 2013 - 07:16 AM

I have to agree. 100kph doesn't feel like it used to which only further damages mediums' viability.

Edited by Stoicblitzer, 24 May 2013 - 07:17 AM.


#15 William Mountbank

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Posted 24 May 2013 - 07:21 AM

I also noticed that my 151kph Spider didn't feel quite so speedy after the past patch, but since nothing was announced I assumed it was just from not playing for a few days before. I'm still not sure, but if some other people have the same feeling too, maybe there's something in it.

#16 MaddMaxx

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Posted 24 May 2013 - 08:13 AM

Running between 2 known points, say Cap points, with different weight classes who can run the same Max speed, can be timed exactly using the in-game clock. Mech #1 runs to cap Theta at 14:30. Mech #2 leaves for Theta at 14:00 even, repeat 2 more times. Each player records their own arrival times and reports them back.

Any 2 mechs who run the same speed and run the same exact distance and route, should arrive after the exact same time period. (to within 1-2 seconds max.)

Edited by MaddMaxx, 24 May 2013 - 10:13 AM.


#17 Spyder228

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Posted 24 May 2013 - 08:35 AM

Holy crap I thought I was just going nuts. I was piloting a Jenner last night and at 149 kph I felt like I was crawling around the battlefield. Back in closed beta piloting a Jenner was like flying a jet fighter. Now it just seems sluggish. The only mech that seems reasonably fast anymore is my Spider and it still feels kinda slow comparing to months ago.

#18 Snowhawk

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Posted 24 May 2013 - 08:48 AM

I noticed the same.... and all the time I thought that must be just my imagination....
And I'm not talking about lagshield or HSR, I'm talking about the "Look and Feel" of Speed in this game. Some months ago it felt different... B)

#19 Deathlike

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Posted 24 May 2013 - 09:51 AM

Hmm.. I wonder if this is the nerf adjustment that is supposed to make the Flea viable... because that's the wrong way to go.

Edited by Deathlike, 24 May 2013 - 09:53 AM.


#20 Syllogy

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Posted 24 May 2013 - 09:58 AM

The CryEngine has top end speed limits. It is not as simple as making mechs go faster than 150kph to introduce MASC and the Flea. I'm sure that these are engine optimizations that are moving towards a better solution.

You might also measure out true speed in the training grounds on a map that has a relatively flat surface from a starting point to any stationary mech, recording distance to that point and recording the time it took to get there.





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