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What Is The Point Of Mediums?


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#161 Bagheera

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Posted 29 January 2014 - 04:47 AM

View PostLoneMaverick, on 28 January 2014 - 11:55 PM, said:

Medium mechs are pretty damn spry, the main issue is that Heavies/Assaults can easily go nearly as fast(within 20kph), track targets just as well, and still fit a TON of weaponry without sacrificing anything, because engine weight hits Mediums so damn hard.


This is actually a very important point. Light mechs benefit from getting good speed from rather lightweight engines. Heavies/Assaults can soak the weight of their larger engines, but mediums have neither of these advantages. It's almost as if, for the sake of MW:O, mediums should get a small boost in each attribute that the engine affects. In otherwords, 5% more speed at a given engine rating, 5% more twist speed, 5% better turning performance, etc. Do the normal math for Engine Size X in Chassis Size Y, then improve each result by a small %.

#162 Trauglodyte

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Posted 29 January 2014 - 07:23 AM

View PostMurzao, on 27 January 2014 - 04:04 PM, said:

lmao @ Traug

What's your definition of 'skill'....a SSRM or LRM boater? An Ac2 boater is the very definition of skill....placing multiple shots in rapidfire where you want meanwhile not facetanking enough to get plowed in return.
Having the luxury of 10 minutes to aim while your target is fighting someone else sure as hell isn't 'skill' like most people think it is in PPCwarrioronline.

The only people that died to splattcats were baddies that stood still or were so slow to be that. I had fun killing splattcats with my ASRM6s from 250ms or other stuff from longer range. And uh that's only 1/3rd of my builds so. I always have a long range weapon of some sort for medium shoot n scoot.


Eh! Skill to me is all in the piloting. Putting damage on a target is kind of brainless in this game. Yes, it takes more skill to keep a laser on the same body part. But, people running Streaks or LRMs and then bragging about end of game damage is just pointless. The Art bug still exists which makes locking on with SSRMs that much faster and the high damage at the end of the game is all because they spread so much and never hit the same location.

I guess that I'm saying that doing a lot of damage with, say, an SRM20 (2D2 can, GRF-3M, and all but one Kintaro can do it) is more "skillful" than running a SSRM8. But, the real skill comes in staying alive when you know that you're running something that requires you to be much closer for comfort. That still doesn't take away the fact that, in both cases, you're spreading so much damage around that the end game number is much more misleading. Its like when someone talks about a sporting event and says that it wasn't nearly as close as the score indicated. In any match, you want to do 400 damage at most (that's roughly 12 head shots). Anything more than that is just padding.

#163 Sephlock

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Posted 29 January 2014 - 09:19 AM

Quote

What Is The Point Of Mediums?


It's largely psychological.


#164 Alexander Chenard

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Posted 29 January 2014 - 10:25 AM

I completely agree about mediums. If on average they went from 15-20 speed more than they do now, they would be much more of a threat. Right now you have to do some serious dodging in and around buildings as you dont have the speed or the small hit boxes of light mechs to be able to dodge the assault mechs. Hell most lrms will still hit me and I go 106 in my Centurion. Mediums right now are so situational it's not even funny.

If I knew I was loading river city and could pick what mech to drop, this would help the classes be used in their designed areas. For instance I would choose my Hunchback for the river city brawling action.


But the way things go now, I pick my hunch for river city brawling, and get alpine peaks instead and get turned into a zombie hunch within the first engagement.

#165 YueFei

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Posted 29 January 2014 - 09:38 PM

I just confirmed it's possible to dodge PPC/ERPPC shots at the instant of firing in a Cent-D, fully elited. For those interested, the math work follows:

Just for my own curiosity, I crunched the numbers on how big of a change in position a Centurion could make with a STD/XL 275 engine, in 0.466 seconds (the time it takes for PPC/ERPPC to travel 700 meters), to get any idea of how feasible it is to dodge.

I've earlier done this kind of math with Light mechs, but I realized a few problems:
1.) I did not use actual figures for accel/deceleration for Light mechs.
2.) I did not account for the possibility of turning. In hindsight this was a major.... oversight. ;)

Here are the relevant facts:
1.) Centurion-D with STD/XL 275 has a turn rate of 63.06 degrees/sec. Fully-elited, that becomes 75.672 deg/sec.
2.) Deceleration is 24.75 meters/sec. Fully-elited, that becomes 37.125 deg/sec.
3.) Torso yaw speed is 150 degrees/sec. Fully-elited, that becomes 210 degrees/sec.
4.) Top speed is 98 kph with speed tweak.

In 0.466 seconds, a Cent-D can have turned 35.263 degrees. If you run in a straight line, you travel 27.222 meters. If you make a turn, with some simple trig, you can find that (cos(35.263) * 27.222 meters), which is the distance along the adjacent side of the triangle. It means you move laterally 22.227 meters instead of 27.222 meters. A difference of 4.995 meters in your lateral positioning.

If you apply braking as well: d = (a * t^2) / 2
Your speed will change by 17.3 meters/sec, and the difference in positioning is 4.03 meters.

Combine these two and the difference in positioning is 9.025 meters. The Centurion is 14 meters tall. If we guess that it is 6 meters wide from a side-profile, that means a shot well-aimed to strike his center of mass has a margin of error of +/- 3 meters. Since you can shift by fully 9 meters, you can completely dodge a shot by turning at speed and slamming your brakes.

Basically, this confirms that it is possible to outright completely dodge a PPC/ERPPC shot at 700 meters in a fully-elited Centurion-D, if you make your move at the exact moment the weapons are fired. You can't do it on-reflex, since that adds 150 to 200 milliseconds to your reaction time, reducing the amount that you move.

But a pilot who anticipates his opponent's shot can potentially dodge it entirely. And if you don't dodge it completely, you can tank the hit on your arm. Also remember the shooter's reflexes are involved as well, he might well decide to pull the trigger at a certain moment, but you already started dodging even before he pulls the trigger, which means you started to move even before the shot is in the air, giving rise to the possibility that you can dodge even a perfectly-aimed shot because you started to dodge a split second before the shot was fired.

Do I think I am good enough to dodge like that? Hell no. I'm willing to bet most pilots in this game aren't that good. But this shows that it is possible. So for those who find Murzao's claims doubtful, there is at least this proof that it can be done.

That being said, I still would like to see Murzao in action, so we can see for ourselves. Seeing is believing.





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