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The Shadow Hawk Is Far Too Large


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#161 Bishop Steiner

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Posted 21 October 2013 - 01:00 PM

ah heck with it, charted the Hunchback, vs the most "competitive" Heavy, the Cataphract.
Posted Image
Note the Hunchback can fire further behind it with it's Torso weapons than the Cataphract can with it's Arm weapons, a very significant advantage. Especially since a Medium turns and twists faster to boot.

and for the record, the SHAD has 5% more arm reflex than a Hunchy, meaning the blindspot on it is a mere 20 degrees. And of course, to further compliment this, it has JJs.

That is about as spelled out and such as I can think of to demonstrate it.

#162 Bishop Steiner

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Posted 21 October 2013 - 01:04 PM

View PostRoland, on 21 October 2013 - 12:38 PM, said:

Just so ya know Bishop, I have in fact mastered all medium mechs, because I've always greatly enjoyed driving them. I actually run them fairly often... so I'm not really speaking here as some kind of outsider who doesn't have experience with those chassis. And I'm sitting on a KD of 4.0 in my 2d2, so it's not that I've not enjoyed success with it.

But at the same time, I know that I'm going up against lots of fairly bad mechs right now, since so many folks are leveling up locusts and junk.

The shad has a nice JJ advantage in terms of agility, that makes it similar to a highlander in its ability to jump and spin, which definitely helps its agility. But it's also a very large, poorly armored target.

It's decent at soaking, largely due to its ability to disregard its arms entirely, but I still feel that once the novelty of the phoenix mechs calms down, and you see the normal meta of mostly heavy and assault mechs dominating the field, the shad will be weaker than you see currently.

Again, please don't think that I'm speaking as someone who doesn't like or doesn't use medium mechs.

That's fine, and all, but you asked for hard data, so here is hard data (above).

The Heavy has pretty close to same average speed as many IS Mediums ARE ridiculously slow. Though the mazx engine cap has been relaxed some on most, enough to make a real difference. And yes, the bigger you go, the more the armor and firepower falls in the Heavies favor. But also the more tonnage and space needed to try to approach the speeds of the Mediums, and of course for cooling all dem guns. In open battlefield conditions, overall the Heavy, and the assault for sure, have the advantage. In situations where maneuverability and piloting come into play, the Medium has a marked advantage. This is one area where I think the roles are pretty well defined, but horribly overlooked.

#163 Roland

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Posted 21 October 2013 - 02:30 PM

Quote

Note the Hunchback can fire further behind it with it's Torso weapons than the Cataphract can with it's Arm weapons, a very significant advantage. Especially since a Medium turns and twists faster to boot.

and for the record, the SHAD has 5% more arm reflex than a Hunchy, meaning the blindspot on it is a mere 20 degrees. And of course, to further compliment this, it has JJs.
That is about as spelled out and such as I can think of to demonstrate it.

That's good data, but one of the things that I think is lacking in terms of light mech agility seems to be their actual RATE of turning, separate from the simple torso twist range.

The range itself certainly contributes to a mech's agility, although this tends to be most of an impact when it's dramatically restrictive (like to 60 degrees).

I'm not sure exactly what the actual turn rates are, as they are not as readily availible compared to simple twist ranges. However, from experience in game, heavier mechs mounting heavier engines seem to be capable of very similar turning rates compared to lighter mechs.

As I said, this is one of the things that makes the shadowhawk feel better than many mediums, as it's capable of JJ-spinning, which helps lend it agility in many cases, but I still feel that once the locust wave passes, the shad is going to seem a lot less durable than it does right now.

Certainly, you must agree that you are seeing team compositions which are, shall we say, unusual, as of late? Surely you do not expect to continue to see so many locusts.

Quote

And yes, the bigger you go, the more the armor and firepower falls in the Heavies favor. But also the more tonnage and space needed to try to approach the speeds of the Mediums, and of course for cooling all dem guns.

Ah, but that's the thing.... Large engines have the bonus of being able to give you free critical slots, which tend to be very useful for heavy and assault mechs. By putting heat sinks in the engine, and freeing up slots, it lets you put other junk on the mech.

I think that perhaps mech agility needs to be decoupled from the engines, and have it simply be a factor assigned to each chassis. While there may be certain heavies which could match a medium's agility (like a dragon, or a loki), a mech like a cataphract really should never be that nimble.

And honestly, I don't feel the heavies are too nimble, but rather than the mediums are not nimble enough.

#164 Tombstoner

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Posted 21 October 2013 - 02:50 PM

Looked over the thread and i didn't see any one comment on hard-point location for a reason to boost the mechs size.

The game need mech specific armor coefficients otherwise there is no way to balance out the effects artistic design has on a mech combat capabilities. hard point height matters and is set by an artist.

something high up and on the same level as the {LT-MOB-25} pit then all you need to do is show just that part of the mech and you have a very hard to hit target... possibly the best "hull down" set up in the game. a clear advantage over low slung arm mounted of torso like what the awesome has. that mech got hit buy the nerf stick a bit too hard in this game. you would never willing design a mech that didn't take advantage of high mounted weapons.

#165 Bishop Steiner

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Posted 21 October 2013 - 03:03 PM

View PostRoland, on 21 October 2013 - 02:30 PM, said:






Ah, but that's the thing.... Large engines have the bonus of being able to give you free critical slots, which tend to be very useful for heavy and assault mechs. By putting heat sinks in the engine, and freeing up slots, it lets you put other junk on the mech.

I think that perhaps mech agility needs to be decoupled from the engines, and have it simply be a factor assigned to each chassis. While there may be certain heavies which could match a medium's agility (like a dragon, or a loki), a mech like a cataphract really should never be that nimble.



I am all for that, as some mechs, like an Annihilator would be slow slow turning, on top of moving as to be totally worthless in MWO.

#166 Shadey99

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Posted 21 October 2013 - 03:36 PM

Well finally back home, so I can check my current builds for my Shadowhawks... Right now...

SHD-2H(P): ES, DHS, 368/370 armor, 275 XL engine, 3/3 JJs, ML, 3xAC2
SHD-2D2: ES, DHS, 368/370 armor, 320 XL engine, 3/3 JJs, 2xML, AC5, 4xSSRM2
SHD-5M: ES, DHS, 368/370 armor, 280 XL engine, 5/5 JJs, 2xMPL, UAC5, 2xSSRM2

I've run other builds though. So those are just what I'm running right now.

#167 Bishop Steiner

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Posted 21 October 2013 - 03:49 PM

View PostShadey99, on 21 October 2013 - 03:36 PM, said:

Well finally back home, so I can check my current builds for my Shadowhawks... Right now...

SHD-2H(P): ES, DHS, 368/370 armor, 275 XL engine, 3/3 JJs, ML, 3xAC2
SHD-2D2: ES, DHS, 368/370 armor, 320 XL engine, 3/3 JJs, 2xML, AC5, 4xSSRM2
SHD-5M: ES, DHS, 368/370 armor, 280 XL engine, 5/5 JJs, 2xMPL, UAC5, 2xSSRM2

I've run other builds though. So those are just what I'm running right now.

not a huge fan of the triple 2s, but other than that, builds look OK. Might just be a simple matter of getting back to a Centurion/Hunchback playstyle/mindset? I mean, I might make a few minor changes to your builds but nothing that would be life changing.

#168 Thuzel

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Posted 21 October 2013 - 03:50 PM

I hate to be heartless but that ship sailed a long time ago.

PGI has thrown out mech after mech after mech with severe scaling issues. The trebuchet, kintaro, quickdraw, etc... all came out laughably oversized and PGI has given no real commitment to re-scale them at any point in the future (But even if they had...).

My suggestion is to not give them any more money, understand who you're dealing with, and either try to enjoy it or just move on.

#169 Shadey99

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Posted 21 October 2013 - 04:13 PM

View PostBishop Steiner, on 21 October 2013 - 03:49 PM, said:

not a huge fan of the triple 2s, but other than that, builds look OK. Might just be a simple matter of getting back to a Centurion/Hunchback playstyle/mindset? I mean, I might make a few minor changes to your builds but nothing that would be life changing.


It calls to me with those triple ballistic mounts... plus... I tried dual AC5+PPC, dual AC2+LL, and several other... but I just don't like any of them... Though The standard needed leaves AC20 out unless I want to switch things up, even if it is tempting...

I always seem to be tanking everything in it, I'm surrounded, swarmed, and slaughtered even when I do over 600 damage... and I never manage even one kill in that 2H...

Edit: Well for giggles I did toss a 275 std in, and AC20, a ML, and 3 tons of ammo... Then I came in as cleanup crew and got 5 kills (With not even 300 damage)...

Edited by Shadey99, 21 October 2013 - 04:25 PM.


#170 Shadow 1

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Posted 07 November 2013 - 01:45 AM

View PostXX Sulla XX, on 16 October 2013 - 07:22 PM, said:

I wounder if we are not getting to worried about exact size of mechs. Yes it would be nice if Medium mechs were really small. But if you look at tanks tonnage and size to not always correlate like you would think. http://fc03.devianta...by_Sanity_X.jpg


Hi, I just had to answer to your post.

I think that comment you are making about tanks is accurate but irrelevant, IMO. I don't design tanks for a living, but limiting factors for tank size are: primarily crew space (including space to load the gun in western tanks that use human loaders as compared with, for example, automated loaders in some russian tanks that allows for smaller/different turret designs), then engine, then space for ammo rounds (I think this actually takes less space than the engine, from what I've seen online about the M1A1), computer and environmental systems, etc. I don't think that cannon weight/size factors in, because it is tracked, low and long (it would matter if it stood high and narrow like a mech does, because to torque effects from its weight would significantly hinder balance). And I don't know much about terrain, so I am not sure how much the track pressure limits the all-terrain capabilities. For this discussion, though, I will assume it doesn't, or that it can be offset by increasing the tread width by 25%. If you want to argue against this, I can only say that if it mattered that much, this whole discussion would also be irrelevant (something along the lines that all mechs would sink into the ground, well over their ankles, in most terrains, with each step they took).

Take this theoretical tank and, say, double the armor thickness, the tank would go from ~50 tons to ~100 tons. You would need to increase the engine and power-train for the thing to move properly, increase the suspension to hold the weight, and tread width. If you're going that far, you'll probably also fit in additional systems and weapons - and fitting those in would make the tank grow in size. Say it grows 10% linearly in all dimensions to fit in the extra systems. The surface area will grow by 1.21 (1.1 squared, you'll get the same with a rectangle formula), or 21%, which means weight will go up to 121 tons. Say the actual systems take another ton - or two, and we're up to 122-123 tons. More than twice the weight difference with less than 10% size (linear) increase. The engine is responsible for 1.1 tons in the original, say 1.5 in the new tank. The gun is 3.3 Tons in the original, say 4 in the new tank (a more powerful gun). The original carries ~1.7 tons of fuel, say the new one carries 3 tons of fuel. The original carries ~.75 tons of ammo (main gun), say the new one carries 1.2 tons of ammo. Say that the original carries another ton of misc stuff, and the new tank 1.3 tons of misc stuff. That means that the original's weight is approximately 87% armor, and the new tank's is (guesstimate) about 90% armor. You could even swap out a (STD) Diesel engine and swap in a (XL) Gas Turbine - in real life they're not much different in size, only in gas consumption. Yep, these are tanks. And some unfortunate people in war-zones get to experience the business end of one.

If you were to apply the same logic to Mechs, you would have to start with their armor rating in each of their areas (thickness), and multiply that by their surface area. So, if the Shadow Hawk, which has the same armor thickness as the Kintaro, weighs as much as the Kintaro, it should have the same size as the Kintaro. If the Shadow Hawk has 30% more surface area (due to it's bigger size) than the Kingato, and the same armor thickness as the Kintaro (they both have 52 points of armor in the R&L Torsos, and 74 in the center torso), it will weigh around 30% more than the Kintaro (there can variation depending differing internal components, but let's set them up with same engine size, same weapon loadout, even if some weapon slots lie empty, and same accessories [BAP, AMS, etc.]). Also, the crew space is practically the same in a Kintaro, a SHAWK, a Locust, or an Highlander: 1 person, so the size of the mech is not driven primarily by crew space. So this contradicts completely what we see in the hangar (were you can have zero armor and your mech is still pretty heavy) - in the hangar, armor is a small fraction of mech weight - about 19% of my shadowhawk's config, and 21% at max armor.

And that leads me to the point I actually mean to make (let me preface by saying, I've never played the tabletop and don't have access to the wealth of technical data some of the people here quote; my sources are the MW novels I read as a teen): I remember that the mechs always have sweaty cockpits in all the novels I read. There is no reason for mech cockpits in year 3XXX to be hot (hasn't anyone heard of/discovered air conditioning and heat shielding in the 3rd millennium? Yes, there is NO engineering reason why a 500F-hot mech can't have a 65F cabin [or 50F if you're a wookie and don't want to break a sweat, OK that's another universe], it's not even hard, or costly, even with today's technology. I'm surprised it's not included in the Abram's tank (although the overpressure seems to help quite a bit). If it were hard, astronauts would burn in re-entry (and so would mechwarriors when their mechs drop through the atmosphere) and we wouldn't be able to cool things to near absolute zero, etc. Another consideration: the M1A1 Abram's main gun barrel weighs 1.2 tons, while the whole gun+mount weighs 3.3 tons. This gun "rocks" the whole 60 ton tank when it's fired. It would flip a 60-ton mech if fired, unless the mech went prone to fire it. Now, how does an autocannon 20 weigh in at 12 tonnes? How does a 65-ton mech like the JJ fire two of them at the same time with barely any recoil? I could understand 20 tonnes if the gun included the propellant for the rounds, but this is not the case and it's hard (impossible?) to explain any relationship between physics, gun weight, gun size, recoil, etc.

What if we try to apply some logic to MWO? Well, the 180 XL engine size would not be the same size as the 400 XL engine, for one. At least, I can't see how this would be with any basis on any known or theorized technology. And even if a 400 XL engine did have the same size as a 180 XL (let's say, for the sake of argument, that a totally new power source that is density-driven has been developed, and there is a size limitation for the magnetic containment bottle - we can't make them less than 12 units big with game-year technology), it CERTAINLY would not have the room for 4 extra heat sinks, when the 180 did not have that room. Alas, I don't think a spider would be able to power, or contain, the same TWO identical ER LL that the Atlas uses (maybe a baby laser?). One more: mechs (and heat sinks) as described would have enormous IR signatures (detectable from space, my best guess; as a point of reference, see the size of the cooling ponds for nuclear reactors), not to mention other EM signatures from their engines, not to mention the ground shake and noise generated by their footsteps. How would a mech ever be "stealthy" or sneak up on anything?

This game has NO basis on physics.

The creators of this game thought that hot, dirty cockpits fit their concept better than sterile, comfortable cockpits with effete warriors sipping champagne and griping about the lack of live classical music in the mining colony. This gave the author of one of my favorite mechwarrior novels the perfect excuse to capture the heroine in her undies, when her mech was captured, which I really appreciated at 16. They were trying to make a balanced, interesting game, and whenever Mr. Physics wanted to get in the way (even politely try to get a toe in the door), he got the door jammed in his face and "the bird" through the window. While it's possible to create a fun, balanced game that has some basis in physics (and a lot of guesswork as to 1K year's worth of developments in science and tech), MW is not that game.

My proposal, for better suspense of unbelief, for a better game, for aesthetics, for less flames, for the building I used to hide behind in my other medium mech not to seem to have shrunk (OK, ignore this one, it's merely a personal preference), for ...better digestion...you get the picture. How's this:

Light mechs = small
Medium mechs = medium
Heavy mechs = large
Assault mechs = x-large (or big, fat, and menacing)

Small, medium, large, extra-large? How hard can it be? Does this mean that PGI employees couldn't meet the requirements to work at McDonald's? Maybe they need to attend McD's university, it may help them to learn the four basic sizes AND with customer satisfaction (smile, smile always smile).

Attempted humor aside, for sizing within mech categories, use volume and constant density for your primary guidelines, or surface area x armor thickness - your choice, just apply the same standard to all mechs. Have two 'rulers': one for humanoid mechs, another for avian mechs (i.e. catapult). Get a mechanical engineer to help out, if making those rulers gets difficult. I'm sure you can find one that read the novels or played the tabletop and will give you good input.

Another sizing guideline:
Light mechs = older kids/pre-teens
Medium mechs = teens & young adults
Heavy mechs = regular adults
Assault mechs = iconic football tackles / hulk's brothers & cousins

And, to reply to other posts I've seen, while comments that the "Shadowhawk is playable" (or even, "it gains benefits from it's size") are pertinent and relevant (yes, it is playable, and yes, in -some- situations the size is helpful [while in others it hinders]), I don't think that either argument is correct the basis on which a mech should be dimensioned.

I propose that a more correct argument would be, how does it compare to 50-ton mechs in terms of size and handling (it's first-degree cousins), how does it compare to 55-ton brothers, and 60-ton cousins (assuming they're sized correctly). Yes, PGI should just buckle down and re size most mechs, incorporate some feedback in the public test and in-house tests, and get this over with. Do it big-bang, or phased approach, I don't care. Easier said than done, I agree, and probably not their priority, but I would vote for fixing the SH (and Spider and Comando) first. There's probably other high-priority mechs that I haven't listed that guys with more experience want to add to the priority list. Save all the effort to fix hit-boxes with the spider, until AFTER you've re-sized it.

Come on, if the SH weighs 55 tons, for the Spider weighs 30 tons it must be made of something denser than uranium - maybe if it was armored with iridium, AND a little bigger?

Also, I agree with the posts that say that (at least some) mediums need to be a little more maneuverable. I haven't played all that many mediums, I'm still buying new mechs and mech bays, and mastering them, but the impression I have with the Shadowhawk is that it reminds more of a 65-ton HVY than what I've seen of a Kintaro (assuming they're all mastered).

Edited by Shadow 1, 07 November 2013 - 02:48 AM.


#171 N a p e s

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Posted 07 November 2013 - 06:36 AM

We're talking about the Shadowhawk here but like it's been said before there are a lot of mechs that could stand to have size adjustments. Hitbox adjustments may help make this somewhat less of a factor if a pilot can properly spread incoming damage but it doesn't change the fact that a big target is easier to hit.

I also support the idea of increasing medium mech maneuverability through buffs of their turn radii.

#172 Malleus011

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Posted 07 November 2013 - 07:13 AM

I too have been pleasantly surprised at how well the SHawk works in gameplay, but I still wish it wasn't gigantic. At range I still consistently mis-identify them as Highlanders or Battlemasters.

I agree with the general statement that PGI needs to have a great deal more care in their scaling. If we're going to declare that lights are smallest and assaults are largest, it makes logical sense that mediums should then be smaller than heavies.

#173 Bishop Steiner

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Posted 07 November 2013 - 08:01 AM

View PostMalleus011, on 07 November 2013 - 07:13 AM, said:

I too have been pleasantly surprised at how well the SHawk works in gameplay, but I still wish it wasn't gigantic. At range I still consistently mis-identify them as Highlanders or Battlemasters.

I agree with the general statement that PGI needs to have a great deal more care in their scaling. If we're going to declare that lights are smallest and assaults are largest, it makes logical sense that mediums should then be smaller than heavies.

Yup.

I would like it about 2 meters smaller, TBH, but was pleasantly shocked that it has impacted it's survivabilty not at all.

And now having used it, not 100% sure I would want it shorter because I like to snipe over buildings with my AC. *Sigh*

That said, scaling is still wack in general. Hunchback and Jenner should be used as the Benchmarks, and everything should be loosely volumetrically scaled around them. (Warning, that Atlas will end up about 4 meters shorter if this is done, and the Victor will be taller than it, but then, it should be. A Mech as wide as the Atlas is not going to be as tall as a mech as slender as the Victor). I say "loosely" to allow for some discrepancies in design and engineering based on eras and tech levels involved.

#174 Hellcat420

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Posted 07 November 2013 - 08:16 AM

the shds height is an advantage with the high mounted ballistic hardpoints.

#175 General Godmode

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Posted 07 November 2013 - 09:35 AM

I love the size cuz I like to snipe so I put my er ppc in the chest slot and can just poke my head over hills and shoot.

I dream about my SH leave it be!!! Also in cannon the SH is a tall mech look it up my friend.

#176 Bishop Steiner

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Posted 07 November 2013 - 09:42 AM

View PostGeneral Godmode, on 07 November 2013 - 09:35 AM, said:

I love the size cuz I like to snipe so I put my er ppc in the chest slot and can just poke my head over hills and shoot.

I dream about my SH leave it be!!! Also in cannon the SH is a tall mech look it up my friend.

looks for SHD with energy slot in torso.

Fails.


Scratches head.

#177 Shadey99

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Posted 07 November 2013 - 09:48 AM

View PostGeneral Godmode, on 07 November 2013 - 09:35 AM, said:

I love the size cuz I like to snipe so I put my er ppc in the chest slot and can just poke my head over hills and shoot.


Err... no Shadowhawk has a torso mounted energy hard point... EH are exclusive to the arms.





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