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#1 Tatula

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Posted 28 September 2016 - 08:18 AM

I know. I know... lots of PGI's in-game physics don't make sense, but I want to throw this out there:

If I build a mech that is under max tonnage, shouldn't it be able to go slightly faster and be slightly more agile?

Occasionally, I build a mech that's maxed out in slots (usually due to heat sinks) and have some tonnage left over. It would be nice if I get a slight boost in speed or jumpject lift or agility since the mech doesn't have to carry as much tonnage.

#2 Lostdragon

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Posted 28 September 2016 - 08:20 AM

Don't try that logic stuff in a game full of space magic walking tanks.

#3 mogs01gt

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Posted 28 September 2016 - 08:42 AM

View PostAloha, on 28 September 2016 - 08:18 AM, said:

I know. I know... lots of PGI's in-game physics don't make sense, but I want to throw this out there:
If I build a mech that is under max tonnage, shouldn't it be able to go slightly faster and be slightly more agile?
Occasionally, I build a mech that's maxed out in slots (usually due to heat sinks) and have some tonnage left over. It would be nice if I get a slight boost in speed or jumpject lift or agility since the mech doesn't have to carry as much tonnage.

It would depend on where the weight has been removed. Example would be drag racing, the general rule of thumb is that every 100lbs loss of weight is .1 in the 1/4 mile.

Edited by mogs01gt, 28 September 2016 - 08:43 AM.


#4 FupDup

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Posted 28 September 2016 - 08:50 AM

The problem is that it could invalidate the purpose of buying a lower tonnage mech. For example, anyone could easily build a 70-ton Night Gyr build that blows the Summoner out of the water.

If you want more maneuverability, just buy a lighter mech. We don't need literal Steiner Scout Lances filled with Atlases that carry 35-ton loadouts...

#5 S 0 L E N Y A

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Posted 28 September 2016 - 09:04 AM

why is it if I climb up a steep enough hill I will lose speed, but not gain it (beyond natural max speed) when going down a hill??

Even MW4 managed to get that that right.

#6 Bud Crue

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Posted 28 September 2016 - 09:05 AM

View PostFupDup, on 28 September 2016 - 08:50 AM, said:

The problem is that it could invalidate the purpose of buying a lower tonnage mech. For example, anyone could easily build a 70-ton Night Gyr build that blows the Summoner out of the water.

If you want more maneuverability, just buy a lighter mech. We don't need literal Steiner Scout Lances filled with Atlases that carry 35-ton loadouts...


That and:

A std engine mech losing its arms and torsos is presumably a heck of a lot lighter than when they are still there.
If such a weight/speed scheme were applied consistently a heavily damaged mech would get...faster? That doesn't seem right...blow off the "arms" on a locust and it gets even harder to hit.

#7 El Bandito

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Posted 28 September 2016 - 09:34 AM

View PostBoogie138, on 28 September 2016 - 09:04 AM, said:

why is it if I climb up a steep enough hill I will lose speed, but not gain it (beyond natural max speed) when going down a hill??

Even MW4 managed to get that that right.



And water slowed mech speed in MW4... Lostech apparently.

#8 Tordin

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Posted 28 September 2016 - 09:38 AM

View PostBoogie138, on 28 September 2016 - 09:04 AM, said:

why is it if I climb up a steep enough hill I will lose speed, but not gain it (beyond natural max speed) when going down a hill??

Even MW4 managed to get that that right.


You spoke my thoughts (almost) exactly. There should be some kind of exceeding max speed when going downhill.
Maybe make another stat into the mech stats. "Can exceed max speed when going downhill by x km/h" Something along those lines. Extend the speedometer in the HUD to acompensate for that.

Im not sure what the lore says bout mechs doing that but would it kinda count as having a temporarily MASC function when going downhill? Going down for too long will damage the myomers and such in the legs and make you crippled/ fall over/ expluuude?

Edited by Tordin, 28 September 2016 - 09:40 AM.


#9 S 0 L E N Y A

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Posted 28 September 2016 - 10:29 AM

View PostEl Bandito, on 28 September 2016 - 09:34 AM, said:



And water slowed mech speed in MW4... Lostech apparently.


That was the first "WTF" thing I noticed about MWO.

#10 roboPrancer

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Posted 28 September 2016 - 10:31 AM

View PostBoogie138, on 28 September 2016 - 09:04 AM, said:

why is it if I climb up a steep enough hill I will lose speed, but not gain it (beyond natural max speed) when going down a hill??

Even MW4 managed to get that that right.


That should also increase screen shake considerably then. Think about walking down a steep hill on your own biped legs

#11 AnTi90d

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Posted 28 September 2016 - 11:13 AM

View PostAloha, on 28 September 2016 - 08:18 AM, said:

I know. I know... lots of PGI's in-game physics don't make sense, but I want to throw this out there:

If I build a mech that is under max tonnage, shouldn't it be able to go slightly faster and be slightly more agile?

Occasionally, I build a mech that's maxed out in slots (usually due to heat sinks) and have some tonnage left over. It would be nice if I get a slight boost in speed or jumpject lift or agility since the mech doesn't have to carry as much tonnage.




...or have that mech count as its current tonnage.

I miss Mechwarrior 4's system of when you'd set up a match with a tonnage limit.. say 80.. you could take an 85 tonner that was under-tonned by 5 and it would be able to enter the match.

I don't remember if they went faster, though.. It's been too long..

#12 knight-of-ni

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Posted 28 September 2016 - 11:27 AM

Well, then my mech should also go faster as it expends ammo. Blow 5 tons of ammo, and my 70 ton mech should go the speed of a 65 ton mech with the same engine. Or what about if I lose an arm? That should lighten things up as well.

As you can see with all the replies, the idea of a mech going faster when it becomes lighter opens up an additional series of "what if's". I don't think the idea is a bad one by any means (it certainly does make a lot of sense), but in my opinion I'd rather PGI put priority on other things, like fixing the latest round of bugs or making Faction Play fun.

#13 Mark Nicholson

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Posted 28 September 2016 - 11:34 AM

I remember as a child arguing that my mech had lost enough armor (and possibly arms) to warrant the ability to move 6 hexes instead of 5.

#14 Lostdragon

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Posted 28 September 2016 - 11:39 AM

View PostMark Nicholson, on 28 September 2016 - 11:34 AM, said:

I remember as a child arguing that my mech had lost enough armor (and possibly arms) to warrant the ability to move 6 hexes instead of 5.


A budding young rules lawyer, lol.

#15 S 0 L E N Y A

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Posted 28 September 2016 - 11:41 AM

View PostMark Nicholson, on 28 September 2016 - 11:34 AM, said:

I remember as a child arguing that my mech had lost enough armor (and possibly arms) to warrant the ability to move 6 hexes instead of 5.


Avert your gaze but do not fail to take witness; a god has chosen to walk with us mortals.

So you are familiar with the TT rules (which coincide with you know.. baisc physics) that cover moving through water and on downgrade inclines?

#16 C E Dwyer

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Posted 28 September 2016 - 11:54 AM

View PostAloha, on 28 September 2016 - 08:18 AM, said:

I know. I know... lots of PGI's in-game physics don't make sense, but I want to throw this out there:

If I build a mech that is under max tonnage, shouldn't it be able to go slightly faster and be slightly more agile?

Occasionally, I build a mech that's maxed out in slots (usually due to heat sinks) and have some tonnage left over. It would be nice if I get a slight boost in speed or jumpject lift or agility since the mech doesn't have to carry as much tonnage.

lol it should but it don't..

space fiction magic has limitations you know

#17 Y E O N N E

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Posted 28 September 2016 - 12:12 PM

View PostMark Nicholson, on 28 September 2016 - 11:34 AM, said:

I remember as a child arguing that my mech had lost enough armor (and possibly arms) to warrant the ability to move 6 hexes instead of 5.


I am pretty sure we were all just called out as being a bunch of children. :x

On that note, there is no point in growing up if you can't act childish!

#18 Iron Heel

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Posted 28 September 2016 - 12:14 PM

You've already accpted that you are in an alternate universe where stopmy robots exist.
Well, in this alternate reality, physics works a little differently because of..

reasons.

#19 lagartx3

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Posted 28 September 2016 - 12:18 PM

This would give MW:O gameplay soo much personality!! and yeah, i get that the whole loose weigth gain speed thing can bring a wide spectrum of new issues to tackle on, but could we at least get the speed increase on dowhills and/or speed decrease while on watter... if you think it its awfully strange that my locust can make the same 160 kp/h while being completely submerged in watter...

#20 Davegt27

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Posted 28 September 2016 - 12:48 PM

Quote

Posted Today, 11:18 AM
I know. I know... lots of PGI's in-game physics don't make sense, but I want to throw this out there:

If I build a mech that is under max tonnage, shouldn't it be able to go slightly faster and be slightly more agile?

Occasionally, I build a mech that's maxed out in slots (usually due to heat sinks) and have some tonnage left over. It would be nice if I get a slight boost in speed or jumpject lift or agility since the mech doesn't have to carry as much tonnage.


you see part of your mechs cooling system goes throughout the Mech but when you have less then the max rated tonnage the agility and or mobility of the Mech goes down so even though its less weight
the speed and mobility does not change enough to be noticeable


its a trade off

we call that super Si-fi mojo





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