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My Experience With Mech Scaling


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#81 Kiblams

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Posted 05 December 2014 - 01:43 AM

View PostSenor Cataclysmo, on 04 December 2014 - 04:21 PM, said:


omg. I didnt realise it was this bad!


Yeah it's such a simple site but it really helps to see the difference in sizes, I have looked at those long images with mechs ina row and its really difficult to compare them like that.

I am considering asking the community for some images fo the newer mechs that i can expand it with, as I really don't have the cash (or mechbays) to get them.

#82 Strum Wealh

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Posted 05 December 2014 - 02:02 AM

View PostSgtMagor, on 04 December 2014 - 03:33 PM, said:

im not to good on the math part, but an 18 meter Atlas should be insanely huge in MWO. if you look at the mech from the side it seems almost to thin for is size? or does the increase in size stretches the volume linearly.

As noted in my previous post in this thread, PGI intentionally set the MWO Atlas at ~18 meters in height (the in-game art asset, IIRC, is something like 17.6 meters tall) - that's how tall it is.
This is in contrast to BattleTech (the novels, TT game, etc), where the Atlas is between 13 and "approximately 15" meters tall; in general, the MWO 'Mechs are substantially taller than their canonical counterparts.

As for rescaling versus volume, that is governed by the "Square-Cube Law" - which states that a linear change in overall size necessarily produces a cubic change in overall volume (and a quadratic change in overall surface area).
For example, doubling the overall size (e.g. going from 1x scale to 2x scale) produces a unit with eight times the volume of the original (2^3 = 8), while increasing the overall size by "only" 25% (e.g. going from 1x scale to 1.25x scale) produces a unit with nearly double the volume of the original (1.25^3 = 1.953) and decreasing the overall size by "only" 25% (e.g. going from 1x scale to 0.75x scale) produces a unit with less than half the overall volume of the original (0.75^3 = 0.422).

#83 Kiblams

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Posted 05 December 2014 - 02:05 AM

View PostStrum Wealh, on 05 December 2014 - 02:02 AM, said:

As noted in my previous post in this thread, PGI intentionally set the MWO Atlas at ~18 meters in height (the in-game art asset, IIRC, is something like 17.6 meters tall) - that's how tall it is.
This is in contrast to BattleTech (the novels, TT game, etc), where the Atlas is between 13 and "approximately 15" meters tall; in general, the MWO 'Mechs are substantially taller than their canonical counterparts.

As for rescaling versus volume, that is governed by the "Square-Cube Law" - which states that a linear change in overall size necessarily produces a cubic change in overall volume (and a quadratic change in overall surface area).
For example, doubling the overall size (e.g. going from 1x scale to 2x scale) produces a unit with eight times the volume of the original (2^3 = 8), while increasing the overall size by "only" 25% (e.g. going from 1x scale to 1.25x scale) produces a unit with nearly double the volume of the original (1.25^3 = 1.953) and decreasing the overall size by "only" 25% (e.g. going from 1x scale to 0.75x scale) produces a unit with less than half the overall volume of the original (0.75^3 = 0.422).


Thanks for taking the time to explain all that, but I thought people on this thread are more concerned with the mech sizes in comparison to each in the game and it's affect on gameplay rather than the maths behind their volumes :)

#84 Strum Wealh

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Posted 05 December 2014 - 02:47 AM

View PostKiblams, on 05 December 2014 - 02:05 AM, said:

Thanks for taking the time to explain all that, but I thought people on this thread are more concerned with the mech sizes in comparison to each in the game and it's affect on gameplay rather than the maths behind their volumes :)

The thing is, many (I'd even say "most") of the complaints in this thread & others like it are based on mistaking "height", by itself, for "size".

The truth is, height is actually only one component of size; as three-dimensional objects, 'Mechs also have width (the overall "shoulder-to-shoulder" distance), depth (the overall "sternum/front-to-spine/back" distance), limb length & thickness, and so on - and all of those also change, along with height, if/when one alters the scale of the model.
In other words, a 'Mech's "bulk" does (and should) play an equal (if not larger) role in evaluating the overall size of a 'Mech than does height alone.

Posted Image
(courtesy of Ovion; source)

#85 Kiblams

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Posted 05 December 2014 - 02:55 AM

View PostStrum Wealh, on 05 December 2014 - 02:47 AM, said:

The thing is, many (I'd even say "most") of the complaints in this thread & others like it are based on mistaking "height", by itself, for "size".

The truth is, height is actually only one component of size; as three-dimensional objects, 'Mechs also have width (the overall "shoulder-to-shoulder" distance), depth (the overall "sternum/front-to-spine/back" distance), limb length & thickness, and so on - and all of those also change, along with height, if/when one alters the scale of the model.
In other words, a 'Mech's "bulk" does (and should) play an equal (if not larger) role in evaluating the overall size of a 'Mech than does height alone.


Yeah a great example of that is the Stalker which is the same height as most of the heavies with a smaller profile from the front, but from the side it is much a much bigger target. The reverse legs help to give a mech a lower height but will make the mech much larger fro the sides. The mechbay pictures show that to a degree as they also show how bulky a mech is.

Many thanks for the mechbay pics! I will make a start on adding those to the tool now.

#86 Pjwned

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Posted 05 December 2014 - 03:03 AM

It's been a problem for a long time and PGI is relentless in how stupid they are in handling it, which is to say that not only are they not handling it, they are actually making it worse as time goes on by releasing new mechs that are affected by the same problem and continuing to not fix it.

Not fixing this since a LONG time ago is just one of many piss poor decisions.

View PostStrum Wealh, on 05 December 2014 - 02:47 AM, said:

The thing is, many (I'd even say "most") of the complaints in this thread & others like it are based on mistaking "height", by itself, for "size".

The truth is, height is actually only one component of size; as three-dimensional objects, 'Mechs also have width (the overall "shoulder-to-shoulder" distance), depth (the overall "sternum/front-to-spine/back" distance), limb length & thickness, and so on - and all of those also change, along with height, if/when one alters the scale of the model.
In other words, a 'Mech's "bulk" does (and should) play an equal (if not larger) role in evaluating the overall size of a 'Mech than does height alone.

Posted Image
(courtesy of Ovion; source)


That is a fair point but most medium mechs (and arguably some heavy mechs) are still too big, probably the only one that's about appropriate size is the Shadowhawk and even then it could probably use to be a little smaller.

Edited by Pjwned, 05 December 2014 - 03:49 AM.


#87 Walluh

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Posted 05 December 2014 - 03:13 AM

Need to swap the Dire and the Warhawk on that picture.

#88 Bartholomew bartholomew

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Posted 05 December 2014 - 03:41 AM

View PostKiblams, on 05 December 2014 - 01:43 AM, said:


Yeah it's such a simple site but it really helps to see the difference in sizes, I have looked at those long images with mechs ina row and its really difficult to compare them like that.

I am considering asking the community for some images fo the newer mechs that i can expand it with, as I really don't have the cash (or mechbays) to get them.

select from owned to all in mechlab tab and you can look at all of them in a mechbay for free.

#89 Kiblams

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Posted 05 December 2014 - 03:44 AM

View PostWalluh, on 05 December 2014 - 03:13 AM, said:

Need to swap the Dire and the Warhawk on that picture.

Fixed, thanks for the heads up.

View PostBartholomew bartholomew, on 05 December 2014 - 03:41 AM, said:

select from owned to all in mechlab tab and you can look at all of them in a mechbay for free.

I really didn't know that! thanks for the info! I might get some higher res images for the page then.

I have updated it with more mechs:

http://ecogamer.co.uk/MechComparison

Thanks for the help guys!

#90 William Mountbank

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Posted 05 December 2014 - 07:09 AM

Looks like some great posts in this thread, but it's kind of hard to make out the words from up here in the cockpit of my Quickdraw...

#91 Mott

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Posted 05 December 2014 - 08:26 AM

View PostDaZur, on 15 October 2014 - 11:18 AM, said:

While I fully back the premise that scale is whacky... One thing some of you folks need to stop doing is equating "height" = mass.

Absolutely... Scale of mediums specifically as well as a few lights and heavies need minor adjustment. That said, let's not be so myopic to focus solely on mech height as the defining qualifier.

I'm not even going into mass displacement as the most accurate metric of "scale" as no matter how hard I try to explain it... it's just so hard to conceptualize... It's not worth debating.


While not necessarily incorrect, in this case, it's pretty much just a lazy excuse/defense.

We're not talking about humans who can have significantly different bone, muscle and flesh mass depending on things like genetics, nutrition or climatic influences.

We're talking about similarly sized and shaped vehicles that all use the same materials for structure, wiring, armor and weapons.

It is literally impossible to justify the fact that 55 ton, tall & skinny (side to side & back to front) mechs are as large (sometimes larger) than say... the tall and skinny 75 ton Orion.

It's terrible scaling from lazy game design. That's all it is.

#92 Almond Brown

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Posted 05 December 2014 - 09:31 AM

View PostAlistair Winter, on 14 October 2014 - 04:49 PM, said:

Medium mechs the size of assault mechs, and the smallest and the light mech in the game, which is supposed to scout for the rest of the team, has a cockpit like this, while the assault mechs, which are supposed to rely on other mechs for scouting, have a cockpit like this.

Posted Image






How many Head shot kills do you have on Locusts? Just curious... ;)

#93 Almond Brown

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Posted 05 December 2014 - 09:46 AM

View PostUrsusMorologus, on 15 October 2014 - 11:38 AM, said:

The reason to resize is to buff defense, not for any kind of realism (FYI as soon as we talk about [mechs|dragons] realism is already moot)

Mediums have the lowest survivabilty--they do not have the ability to avoid taking damage like lights, and do not have the HP to tank damage like heavies. Maybe if they had disproportionate firepower they could justify it with greater risk for greater reward, but the tonnage mechanic in MW doesnt allow that. Damage input or damage output, one or the other has to change for mediums to become top-tier mech platforms, cause right now there is almost no reason to play them. Reducing their size a bit would make them able to evade damage a little more readily (people would miss more shots on mediums), which would buff survivability a little bit, and would make them a little more attractive.

There are other options, but this is probably the most direct and sensible approach that doesn't require breaking some other part of the game or contradict lore outright.


How about speeding them up. Adding more allowed engine weight would be a huge BUFF to Mediums. Speed is a wondrous thing in MWO. Sadly, to fast and they then can carry to much fire power for their weight. Imagine the outcry if a 45t BlackJack had the capacity to fit a 350 series engine? wowzers.

I heard the Mediums used to go faster... wonder what happened. ;)

#94 BlackIronTarkus

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Posted 05 December 2014 - 09:54 AM

View PostFelio, on 15 October 2014 - 10:22 AM, said:

Unfortunately to resize a 'mech, they would have to recreate it from scratch -- modeling, texturing, hitboxing, placing the cockpit camera, all of it.

What they need to do is develop some kind of software that would make it easier. Imagine the benefits to balance and role warfare if they could use size as a factor.


As a 3D artist, I believe this statement is utter BS. Modeling, definetly not. Textures, nope, perhaps have to UNWRAP again (maybe an hour or two of work since the mechs are basicly made of cubes) and play with the tiling and that too take a couple of minutes. Hitbox, maybe, I dont know much about those. Moving the camera take 2 freaking seconds.

They are incompetent, they should have made them in a linear scaling manner in the first place. As someone else stated, they didnt use proper reference, its pure amateurism and lack of organisation.

Edited by BlackIronTarkus, 05 December 2014 - 09:56 AM.


#95 oldradagast

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Posted 05 December 2014 - 11:25 AM

View PostKiblams, on 05 December 2014 - 02:05 AM, said:


Thanks for taking the time to explain all that, but I thought people on this thread are more concerned with the mech sizes in comparison to each in the game and it's affect on gameplay rather than the maths behind their volumes :)


That's basically what it comes down to.

While arguments can be made that the mechs are too tall overall (aside from the super-small lights), I understand that it's just a game and physics wouldn't allow any of these mechs to exist in reality anyway, so deviating a bit from Lore is acceptable since it's not as if we're breaking a historical simulation of real-world vehicles.

That being said, what bothers me is the absurd inconsistency among the mechs, regardless of the overall decisions that have been made regarding how big a 100 ton mech will be.

I can forgive the abnormally small light mechs. I get it - they are very hard to play, are considered disposable in tabletop (a concept that won't work here since nobody wants to play a useless, disposable mech), and the game's small maps limit the role of scouting.

What doesn't work, however, is the grossly oversized mechs. We all know the usual suspects, ranging from a good chunk of the Mediums - even the vaunted Shadowhawk is too tall, and the ancient Centurion is too big when compared to the properly scaled Hunchback - to a few assaults, such as the barndoor Awesome.

With the exception of the Shadowhawk, I don't think there's a single oversized mech in the game that is considered competitive, and easy to blast hit-boxes are a huge drawback, IMHO.

#96 oldradagast

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Posted 05 December 2014 - 11:31 AM

View PostKiblams, on 04 December 2014 - 02:27 PM, said:

I have been reading loads of posts like this after thinking myself that the medium mechs were too big in the game, so today I decided to make my own little webpage to compare them:

http://ecogamer.co.uk/MechComparison/

I think that once you see them side by side, they do look a fair bit smaller than the assaults, though now much smaller than the heavies really so maybe the scale is screwed.


Wonderful link that illustrates the problems well... except it shouldn't have taken a 3rd party to perform this common sense check on mech size before they are finished design in the game.

#97 verybad

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Posted 05 December 2014 - 12:01 PM

In terms of weight to size ratio (not accounting for balance, just physics), I don't actually agree with the people complaining about Medium to Assault size ratio.

a 50 ton mech with the same ratio legs/arms etc should have this size from any random sife 2.65 (^3 of 50 tons)
versus a 100 ton mech 3.16. (^3 of 100)

So a 50 ton mech shoudl take up about 83% of the visible space on the screen as a 100 ton mech were the ratios only determined through what they would actually be. Given that assault mechs tend to have larger, thicker limbs and torsos, the height ratio would be even smaller.

So I don't think that PGI is doing this incorrectly mathematically. However in terms of balance, I could see the reason for adjustment.

However it simply isn't going to happen. Changing the animation on a re-sized unit let alone numerous ones is an incredible pain in the ass. It would cost them a lot of money in labor and slow down other projects. It's not going to happen even, so making mediums tougher through quirks would be a more likely solution.

Edited by verybad, 05 December 2014 - 12:02 PM.


#98 Alistair Winter

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Posted 05 December 2014 - 01:17 PM

View PostAlmond Brown, on 05 December 2014 - 09:31 AM, said:



How many Head shot kills do you have on Locusts? Just curious... ;)

http://mwomercs.com/...-have-per-kill/

;)

#99 MuzMuzMuz

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Posted 05 December 2014 - 05:01 PM

My experience when I fist played the game;

"Wow! is that power armour? do they have elementals?
WTF! that's a commando?
Argh! it's behind my trial highlander killing me!
Can't.......Seem to turn.......quick enough....to hit -.-
I know! Death from above, Highlaaaaaand Burial! And beginners luck, miracle of miracles I land on the damn thing.
Utterly dissoriented after teleporting to a nearby location facing a random direction - neglegible damage done to commando.
seconds later "destroyed by <commando pilots name>"

Initially I was really thrown off by the scale of mechs - and there were a lot more threads about like this one pointing out the disgrepancies in mech scale.

View PostPjwned, on 05 December 2014 - 03:03 AM, said:

It's been a problem for a long time and PGI is relentless in how stupid they are in handling it, which is to say that not only are they not handling it, they are actually making it worse as time goes on by releasing new mechs that are affected by the same problem and continuing to not fix it.

Not fixing this since a LONG time ago is just one of many piss poor decisions.

That is a fair point but most medium mechs (and arguably some heavy mechs) are still too big, probably the only one that's about appropriate size is the Shadowhawk and even then it could probably use to be a little smaller.


Whilst I think you're probably being a little over cynical Pjwned, there have been countless threads - some with elaborate graphics, models, lore referances and math - others just complaining - about the scale of mechs. As far as I'm aware PGI have NEVER rescaled a mech regardless of the outcry or even weighed in to a discussion explaining their rational behind choosing the scale of various mechs. Closest we've had are hitbox modifications and fixed weapon geomerty passes.

As an amatuer 3d artist with some game moding experience, I don't believe it's as impossible as some in this thread claim nor is it as simple as some others claim. Whilst a 3d transorm to scale a mesh is easy, additional considerations quickly pile up such as animation changes, hooks for cameras and effects, getting changes in engine, perfomance of texture and geometry density on screen and even mundane administration of game assests, patching testing and feedback.

View PostStrum Wealh, on 16 October 2014 - 02:07 PM, said:

In general, the heights of most of the generally-upright (as opposed to "hunched over", like the Catapult, Mad Cat, and Stalker) Medium, Heavy, and Assault 'Mechs are quite close to where they should be with regard to a constant-density volume vs scale relationship.
The Light 'Mechs, on the other hand, are mostly out-of-whack (e.g. the MWO Commando is 12% too short, which is far more egregious than the MWO Centurion being 5% too tall... or like the overall size difference between the 35-ton MWO Jenner and the 40-ton MWO Cicada), and the Light 'Mechs generally need to be scaled up (that is, made bigger) in order to bring them into line with the other three weight classes.


Strum, you're gone out of your way to point out square and cube relations behind 3d scaling, surface area and volume then downplayed scale issues with meduims and most upright mechs as only a small percentage height difference. Surley these square and cube out to much larger surface area and volume discrepancies. 5% too tall is approx. 10% more surface area from any given viewing angle and 15.7625% more volume. But still that's just going via height. Many mechs are overly wide or bulky due to their geometry even if they are a reasonable height. It's their volume that seems way off.
I agree the lights are obviously far more compact in terms of weight/volume density than any other weight class. So much so I think it MUST be a concious decision on behalf of PGI.

View PostKiblams, on 04 December 2014 - 02:27 PM, said:

I have been reading loads of posts like this after thinking myself that the medium mechs were too big in the game, so today I decided to make my own little webpage to compare them:
http://ecogamer.co.uk/MechComparison/
I think that once you see them side by side, they do look a fair bit smaller than the assaults, though now much smaller than the heavies really so maybe the scale is screwed.


Nice little tool Kiblams, Cheers!
One of the first things I did when I first started playing and considered mech scale was take a front and side picture of each mech in mechlab to compare. Given it's a fairly straight shot of the mechs you can get a rough and ready approximate of how compact a mechs is by just 2d scaling the images to normalise the tonnage
I took the cube root of ( 100 tons devided by the mechs tonnage ) as a percentage and just scaled the front and side images by that ammount to normalise them as if they all weighed 100 tons.

View PostKoniving, on 15 October 2014 - 01:00 PM, said:

Indeed.
Posted Image
On your left is the original Centurion in MWO.
On the right is one rescaled so that each major limb matched the art (arms, legs, torso, head).

This took me about 15 minutes to get the measurements and about 20 seconds to actually do it. Of course there's a bit more to it than that for MWO, so realistically it may take several days at the most for a single chassis.


Great work Koniving! looks really sweet.
At times I wonder if mech scale is actually driven by the art direction - or a chinese whispers approach of concept art, to 3d artists interpretation of the concept art and so on. I do like your scale interpretation of the concept art more than what we have in game (even if the gun barrel is now an oval - classic example of those "extra intangibles" when trying to make changes).

If we really wanted a good mech scale comparison - we'd need someone to go through and either normalise each mesh by tonnage and scale for a visual comparison, or if they're nice meshes without holes or overlaping geometry and play ball, simply give us the volume measurements as is. 3dmax has a measurements rollout with volume - I'm sure Maya / blender / other packages have similar tools.

TL:DR I wouldn't hold my breath waiting for any mech scales to change.

Edited by MuzMuzMuz, 05 December 2014 - 06:58 PM.


#100 Event Horizon

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Posted 06 December 2014 - 05:24 PM

I totally agree, mediums need to be scaled down.





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