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What Affects Acceleration?


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#1 Hunka Junk

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Posted 31 July 2016 - 08:29 AM

I know you have the skill unlock, and presumably engine size is a factor.

But, Do lighter mechs accelerate faster simply because they weigh less?

Are there other things that determine how fast you can come out of a stop?

#2 SpiralFace

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Posted 31 July 2016 - 08:47 AM

It has to deal with engine to tonnage ratio.

The higher the engine to tonnage ratio, the higher your mobility stats increase or decrease, with quirks modifying the value after the fact.

Take out an urban mech with its stock "60" class engine' and you'll see a light that is actually less mobile then an assault mech.

#3 Aleksandr Sergeyevich Kerensky

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Posted 31 July 2016 - 09:17 AM

Some mechs have different agility profiles, but for the most part, its engine rating + speed tweak mechskill

#4 Hunka Junk

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Posted 31 July 2016 - 09:26 AM

What's an agility profile?

Or rather, how do you see what agility profile a mech has?

#5 Aleksandr Sergeyevich Kerensky

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Posted 31 July 2016 - 09:39 AM

In the bay, you hover over the picture of the mech in question.

You can see the quirks of a mech, what weapons it has, what hardpoints it has, armor values, torso yaw.

This lists all the info you need (you can even do this by looking at unpurchased mechs in the store).

Some mechs have agility quirks like +x% accel/decel

#6 JC Daxion

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Posted 31 July 2016 - 10:28 AM

agility profiles are Light, medium, heavy, and assault..


Some mechs jump classes, though i am not exactly sure the whole list.. I do know a cicada is a 40 toner medium that uses light.. or at least it seams that way.. Perhaps it is all based on tonage, i am not sure really.. A 60 ton dragon feels like a heavy.. a 65 ton catapult jester also feels like a medium.. an EXE even though it is 95 tons, runs like a heavy..

Maybe there is a list someplace, but all i am going by is feel, not sure if they are actually running different profiles or not.. But one way you can tell in some ways are run same sized engines and see what the top speeds are..

#7 Vlad Striker

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Posted 31 July 2016 - 11:05 AM

View PostHunka Junk, on 31 July 2016 - 08:29 AM, said:

Are there other things that determine how fast you can come out of a stop?


Yes, it is MACS system installed on some mechs. When it activated then acceleration increased.

#8 TooDumbToQuit

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Posted 31 July 2016 - 11:25 AM

View PostSpiralFace, on 31 July 2016 - 08:47 AM, said:

Take out an urban mech with its stock "60" class engine' and you'll see a light that is actually less mobile then an assault mech.


I had to buy 3 Urban's. What is crazy is that the stock engine's weight is MINUS 2 and a 1/2 tons! (-2.5 tons)

I noticed they gave my PXKs a big acceleration and deceleration quirk/boost. +80...wow. I've made versions of it that are like a Viper. A very fast knife fighter. I like to go on the test maps and test engines. Power to weight is the base but then quicks if any are big. I have a few "slow" IS Mechs that are very "quick" in acceleration and deceleration. In a lot of ways, like in "poking" when you can move faster.

Edited by LikeUntoGod, 31 July 2016 - 11:32 AM.


#9 S 0 L E N Y A

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Posted 01 August 2016 - 02:53 AM

Im guessing "agility profile" means movement archetype.

There are actually more movement archetypes than there are weight classes.

Read more here:

http://mwo.gamepedia...ement_Archetype



#10 Rogue Jedi

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Posted 01 August 2016 - 08:28 AM

What affects acceleration, as far as I can remember

Engine size

Mech tonnage

Mech size profile (there are several, including, if I remember correctly, tiny, small medium, large, huge and colossal)

Mech quirks

Mech skills

MASC (a piece of equipment some Mechs can carry which slightly increases speed and massivly increases acceleration when active)

Terrain (you will accelerate more slowly or decelerate while running up hill)

Collisions

Being under fire when legged

Using JumpJets


I think that is a complete list

#11 sperkins

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Posted 01 August 2016 - 09:11 AM

i've heard the hill climb module works by boosting acceleration rate. presumably this boost isn't just limited to inclines but is a passive boost. my assaults feel less sluggish with hill climb equipped. can anyone confirm this?

#12 JC Daxion

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Posted 01 August 2016 - 09:47 AM

View Postsperkins, on 01 August 2016 - 09:11 AM, said:

i've heard the hill climb module works by boosting acceleration rate. presumably this boost isn't just limited to inclines but is a passive boost. my assaults feel less sluggish with hill climb equipped. can anyone confirm this?



It reduces the amount of decel on hills.. And the module works great for many mechs.. Though i have not tried it much on assaults, but perhaps it does.. I know on lights like commando's and cicada's the thing is awesome, you can basically climb the canyon walls on canyon, and go over many places you normally could not on other maps


http://mwomercs.com/...ement-behavior/

*edit, see learn something new,, I thought there where only 4, and there are 5.. :)

Edited by JC Daxion, 01 August 2016 - 05:05 PM.


#13 ExoForce

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Posted 01 August 2016 - 11:07 AM

Wasnt there some option in binding for the throttle thing that helps lights accelerate faster? There is an old video and tip somewhere...
It was a pro tip, not a hack. Something like - acceleration is faster than mech speed pointer can show if something is turned on...

#14 Void Angel

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Posted 01 August 2016 - 11:40 AM

View PostExoForce, on 01 August 2016 - 11:07 AM, said:

Wasnt there some option in binding for the throttle thing that helps lights accelerate faster? There is an old video and tip somewhere...
It was a pro tip, not a hack. Something like - acceleration is faster than mech speed pointer can show if something is turned on...

Throttle decay. If you are not using throttle decay, you are not getting the most out of your Light's acceleration and deceleration, period. You won't get the most out of most 'mechs that aren't Heavies (and even some of those, if they're fast,) but it's more noticeable with Lights and fast Mediums like the Viper and Cicada.

View PostJC Daxion, on 31 July 2016 - 10:28 AM, said:

agility profiles are Light, medium, heavy, and assault..


Some mechs jump classes, though i am not exactly sure the whole list.. I do know a cicada is a 40 toner medium that uses light.. or at least it seams that way.. Perhaps it is all based on tonage, i am not sure really.. A 60 ton dragon feels like a heavy.. a 65 ton catapult jester also feels like a medium.. an EXE even though it is 95 tons, runs like a heavy..

Maybe there is a list someplace, but all i am going by is feel, not sure if they are actually running different profiles or not.. But one way you can tell in some ways are run same sized engines and see what the top speeds are..

Not quite. What you (and the guy you're responding to) are thinking of is Movement Archetypes, which simply affect how steep an incline your 'mech can take without slowing. Other than that, the maneuverability of any 'mech is a function of its engine size and any quirks related to it. The Jester, for example, handles like a much lighter 'mech because it has quirks for acceleration, deceleration, turning rate, and torso twist speed - and a higher engine cap. The K2 has similar quirks, but a lower cap, and the rest of the chassi variants are much less agile.

#15 TooDumbToQuit

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Posted 01 August 2016 - 12:06 PM

I just tested something I was thinking of. I dropped a Hellbringer to 30 tons. No armor or weapons except for the small laser I had to put on it to go to a test area.

So a 65 ton Mech with it's stock engine (it cannot be removed) being the XL 325 dropped to 30 tons.

You think it went faster? It "should". But it is the same 87 KPH and same acceleration and deceleration.

#16 Void Angel

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Posted 01 August 2016 - 05:03 PM

Well... there comes a point that you need to set aside adherence to physics and recognize the conceits of the genre. It seems right on the surface that if someone blasted the arm off of my 'mech, it would go faster all things considered. The problem is that this would be overly complex for new players to an already complex game - and that it invites all kinds of jackassery. I remember when Repair and Rearm was in the game; it seemed like a great idea, conforming to the game lore and rewarding careful play... What ended up happening was that players would take an Atlas to the field that had no armor (or most of its structure) repaired, because they could net more c-bills that way.

If it helps, think of it as the 'mechs' actuators being calibrated for a certain speed-to-power-ratio for a given chassis, or as the balance and gyros of the 'mech fighting the actuators when the max weight is reduced.

#17 JC Daxion

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Posted 01 August 2016 - 05:08 PM

View PostVoid Angel, on 01 August 2016 - 11:40 AM, said:

Throttle decay. If you are not using throttle decay, you are not getting the most out of your Light's acceleration and deceleration, period. You won't get the most out of most 'mechs that aren't Heavies (and even some of those, if they're fast,) but it's more noticeable with Lights and fast Mediums like the Viper and Cicada.

Not quite. What you (and the guy you're responding to) are thinking of is Movement Archetypes, which simply affect how steep an incline your 'mech can take without slowing. Other than that, the maneuverability of any 'mech is a function of its engine size and any quirks related to it. The Jester, for example, handles like a much lighter 'mech because it has quirks for acceleration, deceleration, turning rate, and torso twist speed - and a higher engine cap. The K2 has similar quirks, but a lower cap, and the rest of the chassi variants are much less agile.



OK, that does make since.. BUT,, say you put a XL-300 in a cicada,, It will run around 130KPH right? But a 50 ton mech with a 45 ton mech with it is more like 100KPH, There are other mechs that are like this too, so it has to be a bit deeper in the end.. Perhaps hidden stuff? Or is it just based on weight? I dunno..

#18 JC Daxion

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Posted 01 August 2016 - 05:12 PM

View PostVoid Angel, on 01 August 2016 - 11:40 AM, said:

Throttle decay. If you are not using throttle decay, you are not getting the most out of your Light's acceleration and deceleration, period. You won't get the most out of most 'mechs that aren't Heavies (and even some of those, if they're fast,) but it's more noticeable with Lights and fast Mediums like the Viper and Cicada.




what about if you are using "Hard Brake" verse Decel? Maybe i should try that, cause i find the throttle decay very hard to use..

#19 Void Angel

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Posted 01 August 2016 - 05:37 PM

Nope! For whatever reason, using a full stop or even throttle reverse hotkeys doesn't give you the responsiveness you get with throttle decay.

As for speeds - your 'mech's movement speed is determined by dividing its engine rating by its tonnage (then multiplying that by a set number of kph,) and nothing else (they got rid of the 5% speed quirk on the Highlanders, if I recall.) If put a 200-rated engine in a Hunchback, and a 200-rated engine in a King Crab, the King Crab will drive exactly half as fast as the Hunchback.

Edited by Void Angel, 01 August 2016 - 05:39 PM.


#20 Koniving

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Posted 01 August 2016 - 06:52 PM

View PostHunka Junk, on 31 July 2016 - 09:26 AM, said:

What's an agility profile?

Or rather, how do you see what agility profile a mech has?

Actually, agility profiles are (by PGI) called Movement Profiles or Movement Archetypes. These are: "Tiny," "Small," "Medium," "Large" and "Huge." Since then there might be an additional movement archetype.

These also have an affect on acceleration, especially when inclines become involved.

Here's a list of what does not affect acceleration:
Enemy fire.
Shooting.
Water.
Smoke.
Time of day.
Weather.
That's pretty much it.


Reference





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