

How Fast Can A Griffin And Yen Lo Wang Reach?
#1
Posted 22 April 2016 - 01:27 PM
#2
Posted 22 April 2016 - 01:32 PM
#3
Posted 22 April 2016 - 01:33 PM
#5
Posted 22 April 2016 - 01:35 PM
#6
Posted 22 April 2016 - 01:40 PM
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
Posted 22 April 2016 - 01:41 PM
#8
Posted 22 April 2016 - 01:45 PM
Lucian Nostra, on 22 April 2016 - 01:40 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.
Edited by Will Hawker, 22 April 2016 - 01:46 PM.
#9
Posted 22 April 2016 - 02:14 PM

#10
Posted 22 April 2016 - 02:19 PM
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
Posted 22 April 2016 - 02:21 PM
Bishop Steiner, on 22 April 2016 - 02:19 PM, said:
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
Posted 22 April 2016 - 02:24 PM
Will 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.




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.
#14
Posted 22 April 2016 - 03:55 PM
Lucian Nostra, on 22 April 2016 - 01:40 PM, said:
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.
Will 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
Posted 22 April 2016 - 04:41 PM
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
Posted 22 April 2016 - 04:46 PM
Wintersdark, on 22 April 2016 - 03:55 PM, said:
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
Posted 22 April 2016 - 05:29 PM
#18
Posted 22 April 2016 - 05:49 PM
Johnny Z, on 22 April 2016 - 02:24 PM, said:
Who DOESN'T have perfect aim at 10 meters???
Narcissistic Martyr, on 22 April 2016 - 04:41 PM, said:
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.
#20
Posted 22 April 2016 - 08:49 PM
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