What Do The Devs Have Against 86.4Kph?
#1
Posted 19 October 2016 - 04:14 PM
#2
Posted 19 October 2016 - 04:17 PM
#3
Posted 19 October 2016 - 04:19 PM
You figure out the details.
Rounding happens on TT, thus inflating the speed #s.
It doesn't happen in any MW game.
#4
Posted 19 October 2016 - 04:23 PM
Personally, I still haven't gotten used to the new values since they nerfed Speed Tweak. I still expect to see 89.1 on my Blackjacks and am always rudely reminded that it's 87.1 now.
#5
Posted 19 October 2016 - 04:29 PM
#6
Posted 19 October 2016 - 04:31 PM
Novakaine, on 19 October 2016 - 04:29 PM, said:
No. IIRC, the nerf to skills was to reduce the disparity between new players in fresh 'Mechs and experienced ones in fully mastered 'Mechs.
Personally, I don't think it really changed anything. The benefit provided by the 'Mech Tree stuff is a drop in the bucket compared to the gulf between a new pilot and a veteran.
#7
Posted 19 October 2016 - 05:52 PM
Yeonne Greene, on 19 October 2016 - 04:31 PM, said:
No. IIRC, the nerf to skills was to reduce the disparity between new players in fresh 'Mechs and experienced ones in fully mastered 'Mechs.
Personally, I don't think it really changed anything. The benefit provided by the 'Mech Tree stuff is a drop in the bucket compared to the gulf between a new pilot and a veteran.
imho the Skill Tree needed some trimming but PGI used a #2 instead of a #4 on the clippers...
#8
Posted 19 October 2016 - 05:54 PM
Tarl Cabot, on 19 October 2016 - 05:52 PM, said:
I think the whole thing needs reworked, but trimming the existing stuff was kind of pointless. The big deals were the heat-related items, and IIRC those didn't get touched. Meanwhile, the agility items were countered by agility quirks, meaning they could have just applied more limited quirks to close the gulf and left the tree alone.
Arg. The whole thing is frustrating and silly.
#9
Posted 19 October 2016 - 06:04 PM
There's a formula for speed, but mechs can't move half-hexes
So, in TT they buff the speed to the next full tile
MWO doesn't have tiles, it can use the real, un-buffed, number
#10
Posted 19 October 2016 - 06:07 PM
The TT formula for walking speed was engine / tonnage. So, our Mad Cat is 375 / 75 = 5 walking points. For running speed, you multiplied the walking speed by 1.5. This gives us 7.5 hexes. Since you can't ever move half a hex, TT rounds this up to 8. Any mech with an odd number of walking points benefited from this rounding scheme.
After you had the number of hexes figured out, the "lore" speed was that value times 10.8.
MWO's values are the correct values because none of them are rounded like this. There is no "ghost speed" like TT had.
Edited by FupDup, 19 October 2016 - 06:08 PM.
#11
Posted 19 October 2016 - 06:36 PM
Yeonne Greene, on 19 October 2016 - 04:31 PM, said:
No. IIRC, the nerf to skills was to reduce the disparity between new players in fresh 'Mechs and experienced ones in fully mastered 'Mechs.
Personally, I don't think it really changed anything. The benefit provided by the 'Mech Tree stuff is a drop in the bucket compared to the gulf between a new pilot and a veteran.
About that. Am I the only one who's concerned that PGI's plans to change the skill tree will be a monstrous hybrid of the current skill system, with nerfs, and modules?
#12
Posted 19 October 2016 - 09:24 PM
cazidin, on 19 October 2016 - 06:36 PM, said:
About that. Am I the only one who's concerned that PGI's plans to change the skill tree will be a monstrous hybrid of the current skill system, with nerfs, and modules?
No, you are not the only one. There are an infinite number of ways this could go badly.
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