Vechs, on 11 July 2012 - 04:59 AM, said:
This is where the "more or less" part about the MechLab kicks in. If you compare it to another 30 ton chassis with a maxed engine, the Urbanmech will cap at 97 kph I think, while another chassis would probably cap at... herp derpy... umm... 137 kph? Not quite sure. Need TT experts. At the same time, that chassis will probably cap at 4 tons of armor, where the Urbanmech caps at... 6?
I think instead of people saying "the Urbanmech is slow" they ought to say "The Urbanmech has different statistical caps than a typical 30 ton mech, with a bias towards armor and a short towards speed."
Which is a good thing! I still don't get how variety is bad.
In TT there is no limit based on the Urbanmechs chassis, it could be theoretically as fast as any other 30 ton mech, it simply comes down to an issue of weight. Desired walking mp times the mechs total tonnage gives you the mechs engine rating, and the walking mp times 1.5 is its running mp. The only issue is engine weight, as the faster you go the bigger an engine you need, and as size goes up so does weight. The problem is that Urbanmechs are always seen as 'that slow *** light mech that mounts a big AC/10 or 20.' An AC/10 weighs about a third of an Urbanmechs total weight, which is why its so slow as speed was sacrificed to mount it (and 2 tons of armor for the AC/20.) Even with an XL engine, the next size up is a 90 rated engine (for a walking and running speed of an Atlas) which would weigh the same, but now your mech will die if either side torso is destroyed. Anything larger and you have to remove the AC to get it, removing the 'punch' of an Urbanmech.