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Why's The Engine Cap On The Awesome So Low?


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#21 Pjwned

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Posted 29 December 2016 - 11:14 PM

I still like this idea I posted a while ago.

EDIT: Corrected quoting error.

View PostPjwned, on 14 January 2015 - 04:58 PM, said:

So, here's an idea I quickly came up with, feel free to show me how it might allow for some particularly dumb builds, although I don't think it would. The current rules would still be kept, but an additional set of rules would be added and whichever resulted in the highest engine cap would be the one that applies for the mech.

Keep in mind this would have more broad (but consistent) changes to engine size limit, affecting mechs like the Blackjack as well.

Current rules:
Maximum-Engine power rating cannot exceed 400 or ~8.5x the 'Mech's tonnage, whichever is lower.


Maximum-Engine power rating with (round up to nearest 5 or 0):
Light 'Mech = 1.4 x Stock-Engine
Medium 'Mech = 1.3 x Stock-Engine
Heavy 'Mech = 1.2 x Stock-Engine
Assault 'Mech = 1.2 x Stock-Engine

Additional rules:

Maximum engine rating for light mechs = 7 x mech tonnage, although even at 8 x mech tonnage this would not affect any current IS light mechs
Maximum engine rating for medium mechs = 6 x mech tonnage
Maximum engine rating for heavy mechs = 5 x mech tonnage
Maximum engine rating for assault mechs = 4 x mech tonnage

For the most part this wouldn't really change much because a lot of mechs have a big enough stock engine that the new rules would have no effect. Some examples of changed mechs though would be the Highlander with an engine cap of 360, the Atlas with an engine cap of 400 aside from just the Boar's Head, Blackjacks aside from the BJ-1X with an engine cap of 270, and of course the Stalker would have an engine cap of 340; most of those aren't even particularly big changes. There might also be some other examples but I can't really think of any right now.

Seems fair to me.

Edited by Pjwned, 30 December 2016 - 12:22 AM.


#22 Saint Scarlett Johan

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Posted 29 December 2016 - 11:22 PM

View PostQuicksilver Kalasa, on 29 December 2016 - 05:51 PM, said:

Really it just comes down to PGI being lazy and not retroactively buffing older mechs unable to package and sell it, I mean it tooks them a few months before they added set of 8 quirks to all the other Clan mechs and that's actually somewhat unheard for retroactive decisions when it comes to PGI.


FTFY

#23 Y E O N N E

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Posted 29 December 2016 - 11:27 PM

View PostPjwned, on 29 December 2016 - 11:14 PM, said:

I still like this idea I posted a while ago.


Your idea caps the Locust at 160 even with 8x.

Hell no.

#24 Pjwned

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Posted 30 December 2016 - 12:07 AM

View PostYeonne Greene, on 29 December 2016 - 11:27 PM, said:


Your idea caps the Locust at 160 even with 8x.

Hell no.


SIGH.

"The current rules would still be kept, but an additional set of rules would be added and whichever resulted in the highest engine cap would be the one that applies for the mech."

No it doesn't.

It doesn't but there was obviously some confusion due to a quoting error, now it's fixed.

Edited by Pjwned, 30 December 2016 - 12:23 AM.


#25 Beaching Betty

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Posted 30 December 2016 - 01:02 AM

I think its not bad.. 60 kph (65 kph after speed tweak) is still fine for an Assault Posted Image but yeah, increasing the engine cap would be nice too but doubt PGI will agree on this..

#26 oldradagast

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Posted 30 December 2016 - 06:49 AM

Because the game needs bad mechs so people feel better when playing good mechs against them. That's also probably partly why we still have lunacy like the Pretty Baby and the Victor's having random missile tube limitations that make no sense. A Centurion can fire more missiles per salvo than a Victor, which is totally illogical.

#27 Funky Bacon

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Posted 30 December 2016 - 09:52 AM

Eh, the 300 is perfect to build and equip your Awesomes around. if you can't built it around the 300 you are probably using the wrong mech (9M and PB being the exceptions).

Edited by Funky Bacon, 31 December 2016 - 04:53 AM.






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