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How Fast Can A Griffin And Yen Lo Wang Reach?


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#1 Richard Hazen

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Posted 22 April 2016 - 01:27 PM

Been in some scouting battles today and one particular group has both of these mechs a long with two Blackjacks. I've been in a cicada that reaches nearly 130 yet some how these guys not only keep up but pretty much over take me. These guys have SRM 4s and AC 20s I can't figure out how they can move so fast with so much damage or are these mechs simply gods?

#2 Saint Scarlett Johan

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Posted 22 April 2016 - 01:32 PM

XL 300 on the Wang pushes it to 105kph and the Griffin with an XL 320 goes 101kph

#3 Axeface

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Posted 22 April 2016 - 01:33 PM

The wang can only reach like 105 with an xl300. Are you sure it wasnt a CN9-D?

#4 Richard Hazen

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Posted 22 April 2016 - 01:34 PM

View PostAxeface, on 22 April 2016 - 01:33 PM, said:

The wang can only reach like 105 with an xl300. Are you sure it wasnt a CN9-D?

Certain faced them twice.

#5 Quicksilver Aberration

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Posted 22 April 2016 - 01:35 PM

Griffins tend to run between a 300 XL to a 350 XL putting their speed between 95kph and 111kph.

#6 Lucian Nostra

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Posted 22 April 2016 - 01:40 PM

Two things if your dodging around terrain and hills to try and break Los your 30 kph speed advantage will be circumvented if they run straight. Also 30 kph faster isn't much for creating a gap. Seen to many,speedy mech pilots get mauled by slower mechs because they think they have a big advantage.

edit: if MWO speeds are correct and a Griffin runs up on you and you turn and burn, him going 100 you going 130 it will take you 33 seconds in a straight line drag to put 300 meters between you and him.. barely outside ML optimal

Edited by Lucian Nostra, 22 April 2016 - 01:48 PM.


#7 Alistair Winter

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Posted 22 April 2016 - 01:41 PM

None of them are as fast as my XL375 Centurion.

#8 Richard Hazen

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Posted 22 April 2016 - 01:45 PM

View PostLucian Nostra, on 22 April 2016 - 01:40 PM, said:

Two things if your dodging around terrain and hills to try and break Los your 30 kph speed advantage will be circumvented if they run straight. Also 30 kph faster isn't much for creating a gap. Seen to many,speedy mech pilots get mauled by slower mechs because they think they have a big advantage


Issue is it was on the caustic map and they could still keep up with me even when dodging around big rocks etc so they weren't running straight. They were keeping up with lights like Locusts, I mean with a blackjack at range they one shotted a pirates bane to. Just all seemed really dodgy, and they had pin point accuracy on legs to.

Edited by Will Hawker, 22 April 2016 - 01:46 PM.


#9 Tarogato

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Posted 22 April 2016 - 02:14 PM

I've been running an XL355 Griffin.

Posted Image

#10 Bishop Steiner

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Posted 22 April 2016 - 02:19 PM

CN9-D IS Scout

Wangs and GRFs are for fat slow people. If you gotta run a 50+ tonner, it's CN9-D or bust... heck you can actually squeeze out 5 more kph...just don't see the advantage.

#11 Axeface

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Posted 22 April 2016 - 02:21 PM

View PostBishop Steiner, on 22 April 2016 - 02:19 PM, said:

CN9-D IS Scout

Wangs and GRFs are for fat slow people. If you gotta run a 50+ tonner, it's CN9-D or bust... heck you can actually squeeze out 5 more kph...just don't see the advantage.


...the Wang is excellent.

#12 Johnny Z

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Posted 22 April 2016 - 02:24 PM

View PostWill Hawker, on 22 April 2016 - 01:45 PM, said:



Issue is it was on the caustic map and they could still keep up with me even when dodging around big rocks etc so they weren't running straight. They were keeping up with lights like Locusts, I mean with a blackjack at range they one shotted a pirates bane to. Just all seemed really dodgy, and they had pin point accuracy on legs to.


I am getting this to in some ways. Getting SRM alpha on my Cicada going 140 and the entire alpha hitting CT and not touching the side torsos for instance. A SRM alpha hitting the CT and not touching the side torsos? Impossible. Had it only happen once, but it couldn't be ignored.

Yet the same mech cant even come close to hitting at any range beyond 100 meters... How can guys with such BAD aim be perfect 100% every time at 10 meters with two mech going different direction at 140 kph.


To the topic, I will say it since no one else will it seems, but there is a few bans on the way for players cheating.

I think its funny that really bad players that cant aim or pilot at all can fool anyone using cheats. :) Cya perma banned trash. :) Yes I do hope I get trolled on this. :) So I can laugh at cheats. :)

By the way I played games where some of the cheats were actually good at the game. MechWarrior Online only has 5th rate pilots using cheats. Easy to tell.

One more thing. The cheats I seen lately are rage hackers. What that means is they are actually trying to make their cheats as obvious as possible....

Edited by Johnny Z, 22 April 2016 - 02:43 PM.


#13 Bishop Steiner

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Posted 22 April 2016 - 02:32 PM

View PostAxeface, on 22 April 2016 - 02:21 PM, said:


...the Wang is excellent.

if you like slow. Posted Image

#14 Wintersdark

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Posted 22 April 2016 - 03:55 PM

View PostLucian Nostra, on 22 April 2016 - 01:40 PM, said:

Two things if your dodging around terrain and hills to try and break Los your 30 kph speed advantage will be circumvented if they run straight. Also 30 kph faster isn't much for creating a gap. Seen to many,speedy mech pilots get mauled by slower mechs because they think they have a big advantage.

edit: if MWO speeds are correct and a Griffin runs up on you and you turn and burn, him going 100 you going 130 it will take you 33 seconds in a straight line drag to put 300 meters between you and him.. barely outside ML optimal

This man has it.

The hard truth is that it's way, way faster to chase someone than to run, because the running player is never taking an optimal path - he's twisting, turning, trying to avoid being rear-cored. The pursuing player, on the other hand, can anticipate where the fleeing player is headed, and take an optimal route, avoiding slowing obstacles.

In practice, I'll keep up with a mech 25% faster than mine every single time, and close the distance while I'm doing it. The only way he's getting away from me is if he's running in a straight line, then he's eating 100% accurate fire. A lot of fire.

People don't really grasp how very much piloting skill impacts your ability to cover ground, but it really matters. We're not on a racetrack (even when playing NASCAR); the route you take really matters, both with regards to small obstacles/slopes that can slow you and corners - turn too fast, clip the corner, you lose speed. Turn too wide, and your pursuer can cut the corner closer. Again, it's way, way easier to do that while you're chasing someone and not being shot in the back.

View PostWill Hawker, on 22 April 2016 - 01:45 PM, said:


Issue is it was on the caustic map and they could still keep up with me even when dodging around big rocks etc so they weren't running straight. They were keeping up with lights like Locusts, I mean with a blackjack at range they one shotted a pirates bane to. Just all seemed really dodgy, and they had pin point accuracy on legs to.


It's not dodgy at all. See my post above. When you're fleeing, you just can't plot a course as well as someone chasing you. The more you're dodging around things, the faster they'll gain on you because they can just do it better.

#15 Narcissistic Martyr

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Posted 22 April 2016 - 04:41 PM

XL350 crab 20 is both hard hitting, well armored, relatively cool, and goes 120kph. So... be glad you aren't fighting those yet.

BTW... as a light pilot I recommend not trying to outrun those guys. They griffins are running XL engines with easy to identify ST hit boxes (It's the giant fracking missile rack) and the wangs have all their firepower in a single arm. Just you know... don't get shot.

Also running behind cover and then immediately slamming X, checking seismic to see when they're about to round the corner and then run right past them is waaaaay more effective than simply running away in my experience. Also since it's relevant, if a streak crow catches you in the open, charge him, he'll get one volley off but in turning around you'll take long enough that he'll probably get 2 off and kill you.

#16 Bishop Steiner

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Posted 22 April 2016 - 04:46 PM

View PostWintersdark, on 22 April 2016 - 03:55 PM, said:

This man has it.

The hard truth is that it's way, way faster to chase someone than to run, because the running player is never taking an optimal path - he's twisting, turning, trying to avoid being rear-cored. The pursuing player, on the other hand, can anticipate where the fleeing player is headed, and take an optimal route, avoiding slowing obstacles.

In practice, I'll keep up with a mech 25% faster than mine every single time, and close the distance while I'm doing it. The only way he's getting away from me is if he's running in a straight line, then he's eating 100% accurate fire. A lot of fire.

People don't really grasp how very much piloting skill impacts your ability to cover ground, but it really matters. We're not on a racetrack (even when playing NASCAR); the route you take really matters, both with regards to small obstacles/slopes that can slow you and corners - turn too fast, clip the corner, you lose speed. Turn too wide, and your pursuer can cut the corner closer. Again, it's way, way easier to do that while you're chasing someone and not being shot in the back.



It's not dodgy at all. See my post above. When you're fleeing, you just can't plot a course as well as someone chasing you. The more you're dodging around things, the faster they'll gain on you because they can just do it better.

one of the few exceptions is JJs vs non JJs and using elevation too. Which is why I'd rather have a 100-120 kph mech with JJs than a 157 without in Scout Mode.

But in general, agreed.

#17 Davegt27

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Posted 22 April 2016 - 05:29 PM

My Griffin 2N does 107kph

#18 LT. HARDCASE

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Posted 22 April 2016 - 05:49 PM

View PostJohnny Z, on 22 April 2016 - 02:24 PM, said:

Yet the same mech cant even come close to hitting at any range beyond 100 meters... How can guys with such BAD aim be perfect 100% every time at 10 meters with two mech going different direction at 140 kph.


Who DOESN'T have perfect aim at 10 meters???

View PostNarcissistic Martyr, on 22 April 2016 - 04:41 PM, said:

XL350 crab 20 is both hard hitting, well armored, relatively cool, and goes 120kph. So... be glad you aren't fighting those yet.

One of my absolute favorite murder machines. I load up on MPLs and go hunting.

Edited by LT. HARDCASE, 22 April 2016 - 05:50 PM.


#19 Narcissistic Martyr

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Posted 22 April 2016 - 07:42 PM

View PostLT. HARDCASE, on 22 April 2016 - 05:49 PM, said:


One of my absolute favorite murder machines. I load up on MPLs and go hunting.


I much prefer 2LL and 3ML since with the std laser cool down quirk and the LL cooldown module they sync up rather nicely.

#20 Chuck Jager

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Posted 22 April 2016 - 08:49 PM

Check out the JJ feather option in Auto Hot key. Or just learn to feather JJ manually. It is funny you can watch your speed dipping back and forth while you are closing the distance.





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