

What Affects Acceleration?
#1
Posted 31 July 2016 - 08:29 AM
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
Posted 31 July 2016 - 08:47 AM
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
Posted 31 July 2016 - 09:17 AM
#4
Posted 31 July 2016 - 09:26 AM
Or rather, how do you see what agility profile a mech has?
#5
Posted 31 July 2016 - 09:39 AM
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
Posted 31 July 2016 - 10:28 AM
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..
#8
Posted 31 July 2016 - 11:25 AM
SpiralFace, on 31 July 2016 - 08:47 AM, said:
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
Posted 01 August 2016 - 02:53 AM
There are actually more movement archetypes than there are weight classes.
Read more here:
http://mwo.gamepedia...ement_Archetype
#10
Posted 01 August 2016 - 08:28 AM
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
Posted 01 August 2016 - 09:11 AM
#12
Posted 01 August 2016 - 09:47 AM
sperkins, on 01 August 2016 - 09:11 AM, said:
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
Posted 01 August 2016 - 11:07 AM
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
Posted 01 August 2016 - 11:40 AM
ExoForce, on 01 August 2016 - 11:07 AM, said:
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.
JC Daxion, on 31 July 2016 - 10:28 AM, said:
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
Posted 01 August 2016 - 12:06 PM
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
Posted 01 August 2016 - 05:03 PM
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
Posted 01 August 2016 - 05:08 PM
Void Angel, on 01 August 2016 - 11:40 AM, said:
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
Posted 01 August 2016 - 05:12 PM
Void Angel, on 01 August 2016 - 11:40 AM, said:
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
Posted 01 August 2016 - 05:37 PM
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
Posted 01 August 2016 - 06:52 PM
Hunka Junk, on 31 July 2016 - 09:26 AM, said:
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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