Jump to content

Math Scouting, the deadly accountant division.


11 replies to this topic

#1 ManDaisy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 3,272 posts
  • LocationKing Of Flower Beds

Posted 10 June 2012 - 10:16 AM

The requirement is that you be well ingrained with table top weights and measures and have the ability to stay hidden. Armed with this knowledge and the time gained by avoiding detection, you should be able to mental math when a mech is overburdened with weapons/ heat sinks, which means they sacrificed armor somewhere. Usually, its the legs. Do with that knowledge what you will on teamspeak.

Here is a quick table for the most common Total weapons weight to movement speed. I suggest assuming at least -8 weight or the usual amount of 18 heatsinks.

Excluding heat sinks weapons weights:
100 (3/5) 35.5 tons
95 (3/5) 34.5
90 (3/5) 33
85 (3/5) 31 (4/6) 16
80 (3/5) 29 (4/6) 17
75 (3/5) 27 (4/6) 18


Rule of Thumb: Anything Moving at 5/8 with more then 5 tons of weapons DOES NOT have full armor.

70~ under it may be faster to blow out the torsos.

XL engines, are usually when things dont add up, in that case instruct your team to aim at the torsos.

Edited by ManDaisy, 10 June 2012 - 10:21 AM.


#2 Xandre Blackheart

    Member

  • PipPipPipPipPipPipPip
  • 703 posts
  • LocationIn the "cockpit".

Posted 10 June 2012 - 10:35 AM

I wonder if advanced scout mechs (or pilot trees) will have the ability to "scan" a mech's load-out and armor.... It certainly would make scouts very valuable.

#3 Ginrummy

    Member

  • PipPip
  • The Bowman
  • The Bowman
  • 20 posts

Posted 10 June 2012 - 10:52 AM

your math isn't entirely correct, it's close however. Once you start going under 70 5/8 gets easier, as the cases are with the OST and OSR. Both units having decent armor, if the heat profile is a little lacking. Don't under estimate lighter mechs, the old school TDR 5S was quiet deadly.

#4 Vorus

    Member

  • PipPipPipPipPip
  • Knight Errant
  • 176 posts

Posted 10 June 2012 - 12:30 PM

For those of us who have never played the TT game, cam you explain what 5/8 means?

I like the theory of what you're saying, but I'm clearly lacking some knowledge to be able to implement it.

#5 ermine

    Member

  • PipPipPipPipPip
  • 107 posts

Posted 10 June 2012 - 12:56 PM

5/8 on TT = 86.4 km/h max speed.

#6 Woodstock

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,166 posts
  • LocationKrakow

Posted 10 June 2012 - 12:57 PM

View PostXandre Blackheart, on 10 June 2012 - 10:35 AM, said:

I wonder if advanced scout mechs (or pilot trees) will have the ability to "scan" a mech's load-out and armor.... It certainly would make scouts very valuable.


yes they do ... its already seen in one of the videos

#7 Saren21

    Member

  • PipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 231 posts
  • LocationFL

Posted 10 June 2012 - 01:00 PM

Good post for a scout thank you for the info i know it will help my noob butt, when it comes time to play up my role as a scout.

#8 Death Mallet

    Member

  • PipPipPipPipPipPipPip
  • 520 posts

Posted 10 June 2012 - 01:04 PM

Ahhh. . . that's taking me back to the good old days of MathTech. . . tweaking specs to create the highest possible weapon tonnage while maintaining max armor and acceptable speed.

#9 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 10 June 2012 - 01:06 PM

The first number in 5/8 refers to the walking speed of a Mech, measured in hexes. The second number is running speed. These numbers are rather obscure because MW:O does not limit the movement of Mechs to hexes. Neither is it turn-based or controlled by dice. Tabletop-lingo at best, confusing at worst.

#10 Vorus

    Member

  • PipPipPipPipPip
  • Knight Errant
  • 176 posts

Posted 10 June 2012 - 07:21 PM

Thanks CCC Dober! (Can I call you Trip? :P) So basically, I can kind of ignore the TT lingo as long as I translate the data into MWO terms.

#11 OJ191

    Member

  • PipPipPipPipPip
  • 163 posts

Posted 10 June 2012 - 07:51 PM

As further explanation, one hex is 30 meters and one turn is 10 seconds. Thus the mech movement speed is equivalent to the amount of 30 meter blocks they can travel in 10 seconds. Therefore you can use this nifty little formula below to work out movespeeds


movespeed of the mech (whether its in hexes or kph) = ms
for TT -> RL ms in kph = ms*10.8
RL -> TT ms in hexes = ms/10.8

(I compacted the formula down from ms*30/10*60*60/1000 which does hex/turn -> metres/turn -> metres/second -> metres/minute -> metres/hour -> kilometres/hour)

Edited by OJ191, 10 June 2012 - 07:54 PM.


#12 latdheretic

    Member

  • PipPipPipPipPipPip
  • 206 posts

Posted 10 June 2012 - 08:09 PM

Ya it breaks down at lower mech weights, but it's valid with the big boys. . .

For example my preferred mech mobility is the 5/8/5

At my favorite weight class, and using only standard equipment that leaves 14 tons of armament. If I have any more, it means that I am sacrificing some armor.

5/8/5 means as explained by ermine is 86.4 km/h max speed. the last /5 means that it will jump 150 or 5 hexes on the table top.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users