Kodiak.. Omnipods Or No?
#41
Posted 29 February 2016 - 09:44 PM
11 SL + tc1
#42
Posted 29 February 2016 - 09:45 PM
FupDup, on 29 February 2016 - 09:44 PM, said:
MASC just increases agility by specific percentages per MASC rating, then. It's the "default" speed that is correlated with agility (e.g. take a 5/8 MP heavy and compare to a 5/8 MP medium, ignore quirks).
But is it, in PGI coding land? That's my question. I understand how MASC works in tabletop, but this isn't tabletop.
Here, MASC adds +30% max speed. It depends on how they calculate twist rates in MWO.
#43
Posted 29 February 2016 - 09:46 PM
Wintersdark, on 29 February 2016 - 09:45 PM, said:
Here, MASC adds +30% max speed. It depends on how they calculate twist rates in MWO.
I was talking about MWO's MASC, not TT's.
As per the MASC patch notes this month, it seems that only turning rate and accel/decell are affected by MASC. I was dorking in my Shadow Cat on the testing grounds earlier and it certainly didn't make me twist any faster...
Edited by FupDup, 29 February 2016 - 09:48 PM.
#44
Posted 29 February 2016 - 09:48 PM
FupDup, on 29 February 2016 - 09:46 PM, said:
Ok, but still: How do you KNOW the game is taking the base max speed to calculate agility? After all, when my Clan Mech loses a side torso and has it's max speed hacked down, it also loses twist rate. Noticably so.
Wintersdark, on 29 February 2016 - 09:48 PM, said:
I ask, because this is the sort of thing that's almost always wonky in MWO.
See also: Fall damage+structure quirks, etc.
#45
Posted 29 February 2016 - 09:51 PM
Wintersdark, on 29 February 2016 - 09:48 PM, said:
Well, I don't 100% know that, but what I do know is that base agility just-so-happens to coincide with base speed. Ergo, if two mechs have the same default speed, they have the same default agility.
If we take any two mechs that have a speed of 100 kph, for example, they will have identical agility even if they are of radically different tonnages (ignoring quirks). Without quirks, the 87 kph Cougar (35 tons) has equal agility as the 80-ton Gargoyle.
Clan XL penalties might be a hardcoded XML negative quirk of sorts, I haven't checked the engine XMLs for quite some time...
#46
Posted 29 February 2016 - 09:59 PM
FupDup, on 29 February 2016 - 09:51 PM, said:
If we take any two mechs that have a speed of 100 kph, for example, they will have identical agility even if they are of radically different tonnages (ignoring quirks). Without quirks, the 87 kph Cougar (35 tons) has equal agility as the 80-ton Gargoyle.
Clan XL penalties might be a hardcoded XML negative quirk of sorts, I haven't checked the engine XMLs for quite some time...
I've never seen the Clam penalties (just "sidesToDie"), and the MDF doesn't contain different agility, just agility modifiers (and the base speed of 16.2 Kph), along with the other base stats.
Example:
<MovementTuningConfiguration MovementArchetype="Small" MaxMovementSpeed="16.2" TorsoTurnSpeedYaw="20" TorsoTurnSpeedPitch="11.25" ArmTurnSpeedYaw="45" ArmTurnSpeedPitch="45" TurnLerpLowRate="0.2" TurnLerpMidRate="0.15"
I'm not sure any of those important pieces of information are on our client side.
#47
Posted 29 February 2016 - 10:08 PM
Mcgral18, on 29 February 2016 - 09:59 PM, said:
I've never seen the Clam penalties (just "sidesToDie"), and the MDF doesn't contain different agility, just agility modifiers (and the base speed of 16.2 Kph), along with the other base stats.
Example:
<MovementTuningConfiguration MovementArchetype="Small" MaxMovementSpeed="16.2" TorsoTurnSpeedYaw="20" TorsoTurnSpeedPitch="11.25" ArmTurnSpeedYaw="45" ArmTurnSpeedPitch="45" TurnLerpLowRate="0.2" TurnLerpMidRate="0.15"
I'm not sure any of those important pieces of information are on our client side.
I DO know clan mechs with destroyed side torsos twist slower. We don't have base twist rates stored, so they are clearly calculated (which makes sense in a game where you can swap engines).
Destroyed side torsos may have a twist penalty hardcoded, absolutely, but it may be an unintended side effect of reducing max speed as well.
I'm really, really curious about this now. I wonder.
If I where to take an Executioner, test twist rate with and without MASC, have someone destroy my right torso, test twist rate again, then activate MASC and try it a third time, what the results would be? I wonder how you'd do the twist testing?
I really wish we still had Karl Berg and his epic megathread.
Edited by Wintersdark, 29 February 2016 - 10:10 PM.
#48
Posted 29 February 2016 - 10:13 PM
#49
Posted 29 February 2016 - 10:28 PM
Wintersdark, on 29 February 2016 - 10:08 PM, said:
I DO know clan mechs with destroyed side torsos twist slower. We don't have base twist rates stored, so they are clearly calculated (which makes sense in a game where you can swap engines).
Destroyed side torsos may have a twist penalty hardcoded, absolutely, but it may be an unintended side effect of reducing max speed as well.
I'm really, really curious about this now. I wonder.
If I where to take an Executioner, test twist rate with and without MASC, have someone destroy my right torso, test twist rate again, then activate MASC and try it a third time, what the results would be? I wonder how you'd do the twist testing?
I really wish we still had Karl Berg and his epic megathread.
Test from one side to the other, time it.
Video preferably.
My gut is that ST loss is just a -20% modifier across the board, like a NegaQuirk.
Just as MASC is a buff to speed, turn speed and whatever exclusively.
The base calculation has them coincidently correlated.
#50
Posted 29 February 2016 - 10:31 PM
Mcgral18, on 29 February 2016 - 10:28 PM, said:
Test from one side to the other, time it.
Video preferably.
My gut is that ST loss is just a -20% modifier across the board, like a NegaQuirk.
Just as MASC is a buff to speed, turn speed and whatever exclusively.
The base calculation has them coincidently correlated.
I'm really very curious about this.
#51
Posted 29 February 2016 - 10:51 PM
Nauht, on 29 February 2016 - 10:13 PM, said:
It does. I don't care about it because of its impact on the Kodiak (as much as I love said Kodiak) because I'm not that vested in any one mechs performance.
What I AM vested in, however, is understanding every single aspect of how this game works. It really bothers me to not know something about it, and this is a trait that has caused me a great deal of grief over the years... Particularly as I'm like this with everything in life.
However, this has also allowed me to make better decisions in game. When you know exactly how something works, you can find ways to exploit that to your advantage.
This also applies to pretty much everything in life. Want to be a better driver? Learn how cars work, how the physics work.
It may not make me the best at things, but it really helps at least partially cover for my own crushing lack of actual skills
Edited by Wintersdark, 29 February 2016 - 10:51 PM.
#53
Posted 29 February 2016 - 10:54 PM
Saliddry, on 29 February 2016 - 02:24 PM, said:
putting the first clan heromech to be an dumb new modelled atlas?
so your fault PGI again no money from me
What do you call ALL of the kodiaks? most of them already behaves like an atlas.. [edit: can behave like an atlas]
Kodiak 1... Kodiak 2. (Atlas with jumpjets), Spirit bear (an Atlas S), etc...
Edited by Nightshade24, 29 February 2016 - 10:55 PM.
#55
Posted 29 February 2016 - 11:17 PM
#56
Posted 01 March 2016 - 12:03 AM
Vossiewulf, on 29 February 2016 - 11:17 PM, said:
I've driven nearly all the assaults and the thing that affirms that I'm a heavy MW is that I really don't like the lack of speed and mobility of assaults. At least with Spirit Bear going 90kph with MASC and over 60kph without.. well.. that's within heavy speed territory.
#57
Posted 01 March 2016 - 12:27 AM
I play heavy alot, but after the Shadowcat and Arctic Cheetahdropped I am enjoying and finding my self doing well in these chassis. I only own a few assualt mainly Exe's from wave 3. They are ok I do alright in the (stock B I do well in the most). I imagine the Kodiak will play simular but now have better pod space and tonnage to work with finally, packing massive punch. Also more armor!
#59
Posted 01 March 2016 - 12:43 AM
Saliddry, on 29 February 2016 - 02:24 PM, said:
putting the first clan heromech to be an dumb new modelled atlas?
so your fault PGI again no money from me
AHAHAHAHAHA
He thinks it would be better if it was an Omnimech.
Oh, learn to mechlab
Full customisation of engine size plus dynamic internal crit placement >>> omnipod swapping. Especially when there is a variant with 4B 4E already.
#60
Posted 01 March 2016 - 12:50 AM
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