Nightmare1, on 26 May 2015 - 04:59 AM, said:
1) Archetypes still dictate your Mech movement and agility. For example, a Huge will be more sluggish than a Large and definitely slower and less agile than a Small, even if they all have the same engine rating?
Movement archetypes determine your turn radius, acceleration and deceleration rate, and how well your 'mech handles slopes. It doesn't affect absolute speed, though. Assuming the Huge, Large, and Small are all the same tonnage (because speed is determined by the tonnage and engine rating in tandem), the Huge will slow down on the shallowest slopes of the three, and the Small will be able to run up things that might as well be walls for the Large.
Nightmare1, on 26 May 2015 - 04:59 AM, said:
2) Engine rating determines your base agility in terms of turn rate, speed, accel/decel, and hill climb. Movement archetypes and quirks can modify those parameters though. For example, a Small Mech will automatically have all those baseline stats boosted, while a Huge will have them nerfed somewhat to make up for its size and firepower. Quirks stack on top of the archetype to either mitigate or compound its effects.
Engine rating determines your movement speed and the rate at which your 'mech turns. Acceleration and deceleration is built into the movement archetype and is basically a percentage of your maximum speed per period of time. This means that while a 'mech with a larger engine rating will reach, say, 20 KPH earlier, it will reach its top speed at the same time as the same 'mech with a less powerful fusion plant will reach its own top speed.
Turn rate, in turn (heh), is determined by the turn radius- put a larger engine in, and the 'mech will describe the same curves when turning, it'll just traverse them much faster. This mostly comes into play when turning at less than maximum speed- because the 'mech has to change direction faster to describe the same arc in a smaller period of time, it turns faster in an absolute sense, so when standing still it will rotate more rapidly.
Hill climb is attached to movement archetype- the smaller your movement archetype, the higher the angle you can climb without decelerating automatically. Also, the smaller your movement archetype, the higher the angle you can climb while being forced to decelerate towards a fraction of your original speed. A larger engine means that this automatic deceleration happens from a higher absolute speed, and since the rate of the hill-climbing deceleration is
not hinged on the absolute speed of your 'mech the way basic acceleration or deceleration is, a 'mech with a more powerful fusion plant will be able to climb steeper hills- but only if they're short enough that it reaches the top of the slope before its 'momentum' runs out.
Quirks then modify this upwards or downwards.
Nightmare1, on 26 May 2015 - 04:59 AM, said:
3) JJs still don't increase your turn speed because they can't be decoupled from the engine rating, yes?
Edit: Clarity
Number of jump jets is decoupled from engine rating. Your turn speed is the same, jumping or not. Adding more jump jets only affects the degree of lift you get from your jets, nothing else. The functional improvement in jumping turns is as the player above me described- you can turn while jumping and your jump arc remains laterally straight- so you come down and your feet are already facing a new direction, so you describe a much sharper turn
assuming you did your turning while midair. This is also risky, because when you land from a jump, unless you use your jets just right, you automatically decelerate to 0.0 Kph and have to accelerate all over again in your new direction.
Edited by Quickdraw Crobat, 26 May 2015 - 08:30 AM.