WarHippy, on 04 December 2015 - 11:23 AM, said:
There are also plenty of examples in the novels of mechs doing all sorts of crazy maneuvers like Daniel Allard in his Valkyrie jumping and landing into roll and springing back to its feet again in one continuous series of movements. The point is while some have indeed had the impression that they are slow lumbering machines others have a different impression. Neither are wrong, but I do tend to favor the idea that what we have here isn't nimble enough. As for the physics of it all that is pretty much irrelevant as pretty much nothing about this universe makes sense from a physics standpoint so I'm not sure why we should be drawing a line in the sand on this particular example of what is or isn't possible.
mostly seems to be a matter of those who preferred the Battletech Universe before it jumped the shark.
Most original source text, and lore novels (1st Edition Housebooks, TRO 3205, Gray Death trilogy, Sword and the Dagger) painted a much more lumbering picture, as a bit of a "westernization" feel to the traditional Ballet Anime Mechs. While yes, laughable in terms of grasp of engineering and physics (of course, it was a game made in the early 80s, pre internet, with rules meant to allow customization but also to not get too bogged down they were somewhat generic) the lack of agility is pretty plainly seen in the actual TT game mechanics.
Research the piloting rules and rolls. Running, Jumping, Death from Above, Jump kicks (
described thusly in the TRO 3025 WSP-1A Wasp entry: "With this maneuver, jump-capable light and medium 'Mechs could jump and smash their leg components into the head and upper torso of opposing units, hoping to cause more damage then they inflicted upon themselves."). modifiers for speed, running on pavement, turning at speed. So while not particularly scientifically accurate, Mechs could achieve good in line speed, but actual feats of "agility" were bloody difficult, and failed at least as often as not. And these were what you or I would consider SIMPLE actions, not complex gymnastics, or such.
NONE of them paint a picture of mechs running about like 30 ft tall pro athletes.
Later, in the literature, more and more Gundam crept in, along with "Stackpoling", and eventually due to the influx of anime in the 90s, the desire to save a sinking game company drove them to adopt totem mechs, Sword, claws, etc, and all sorts of abject silliness. And more and more flash was added to the writing to keep it fresh and exciting for the ADHD 90s Anime/Punisher/Wolverine loving masses.
The commentary is essentially thus: There are a million and one Gundam Mech games out there. Some of us would really like to see ONE game capture the just some of the original feel of Battletech again. In Closed Beta, things were originally much more lumbering. But even in CB there was a significant number who wanted to see the skill tree done away with because Mechs got too agile.
Apparently the Devs are at least partially in agreement, since they decided to reduce overall agility pretty much across the board.
I can only imagine the crying if they were ever able to reintroduce the delayed convergence, and heat affects (flickering HUD, possible ammo explosions before capping out heat scale, even more sluggish reflexes as the mech overheats, etc) that are part of actual Battletech.
Yes, there is also a group that prefer the "latter day battletech" (heck there are people who think MWDA was great). Point is, they've had their game, for MOST of the MW titles released. Why are people so biased against allowing the long time fans of the game actually have the game at least passingly resemble the one they've desired for so long (and tbh, the game the devs touted and promoted to get our founders money?).
More to the point, the agility hardly makes the game "unplayable" or whole classes DoA as some are crying (just like a huge number of MWO pilots suddenly developed motion sickness issues when jump shake was introduced. Which is odd, as motion sickness of that severity would have been triggered just by your average day piloting a jenner). It's that people don't want to have to adapt.
As for the "physics" arguments, the OP chose to "very incorrectly" try to use Handwavium Science Fantasy Physics to explain why our Mechs should be Pretty Pretty Ballerinas, so many of us used known and proven principles and laws of physics, engineering, etc, to show why that dog wouldn't hunt.
Long and short of the game, and mech agility, etc? Really it boils down to how the Devs nvision their stompy robots moving, nothing more, nothing less.