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Engine Dissociation: Why You'll Never Voluntarily Use Anything Above A 250 Again.


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#161 Quicksilver Aberration

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Posted 22 February 2017 - 02:57 PM

View PostPjwned, on 22 February 2017 - 02:36 PM, said:

I don't see how decoupling agility from engine rating means that sort of thing can't come later on (which I would think is actually pretty interesting potentially), it just means that agility is no longer a function of engine rating, and I guess until that sort of system happens then yeah you can't really do much to boost your mech's agility; clearly some terrible tragedy that will ruin the game blah blah blah.

Honestly it would give Heavy Gyro's a purpose since criticals compromising them isn't a thing. Heavy Gyros could give you some bonus to various things like twist speed and such.

View PostPjwned, on 22 February 2017 - 02:36 PM, said:

They're not just moving things around, Quick - they're outright eliminating high-mobility, high-evasion machines as a playstyle.

Lol, again this is your assumption. Even if it does turn out to be true, it can and will be tuned or there will be much rage. You seriously need to lay off the hyperbole and fearmongering.

Edited by Quicksilver Kalasa, 22 February 2017 - 02:58 PM.


#162 Pjwned

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Posted 22 February 2017 - 03:09 PM

View Post1453 R, on 22 February 2017 - 02:55 PM, said:

Why not?

They've left Ghost Heat untouched until nobody remembers it's a travesty that should be burned with fire anymore. Why not allow engines to do the job of making the 'Mech better at moving until you're ready to do a system of 'Mech internal system improvements?


Because one system being bad is not an excuse for another system being bad?

Toning down convergence would be the answer to getting rid of ghost heat by the way, but obviously you don't want convergence to be touched at all no matter what.

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HBS is already doing work on actuator/myomer/whatever improvements; borrow from that the same way HBS is borrowing Alex. The groundwork's already done over there. Get to portin'.


HBS Battletech plays completely differently though, so I don't expect it would work well to just directly copy that over to MWO.

#163 Tertius

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Posted 22 February 2017 - 03:09 PM

So much whine and no cheese left...

Everytime when changes are coming up, there is a group of players who don't want to be pulled out of their comfort zone.

#164 1453 R

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Posted 22 February 2017 - 03:16 PM

Y'all are seriously just okay with this? This whole "Ahhh, it'll be fiiine. Whatever Piranha does'll be perfectly okay, just settle down!" thing is okay with people? Folks can go absolutely thermonuclear over a complete nonissue like loot crates and be Fine Upstanding MWO Citizens, but they threaten to rip the legs off of every single 'Mech in the game and everybody's all "a'ight. Coo'. Chillax, bruh."?

Fine. Enjoy. I suppose I didn't really need a reason to try and get back into playing regularly prior to the tech jump anyways. Not that the tech jump will be half as exciting after this debacle, but eh. Clearly nobody gives a frog. Cannot say I didn't try.

#165 Pjwned

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Posted 22 February 2017 - 03:27 PM

View Post1453 R, on 22 February 2017 - 03:16 PM, said:

Y'all are seriously just okay with this? This whole "Ahhh, it'll be fiiine. Whatever Piranha does'll be perfectly okay, just settle down!" thing is okay with people? Folks can go absolutely thermonuclear over a complete nonissue like loot crates and be Fine Upstanding MWO Citizens, but they threaten to rip the legs off of every single 'Mech in the game and everybody's all "a'ight. Coo'. Chillax, bruh."?

Fine. Enjoy. I suppose I didn't really need a reason to try and get back into playing regularly prior to the tech jump anyways. Not that the tech jump will be half as exciting after this debacle, but eh. Clearly nobody gives a frog. Cannot say I didn't try.


If it wasn't going up on the test server first and if PGI had clearly not listened at all to the first round of feedback, then I would be more worried--even though I do support the idea--because the implementation is obviously important too.

But it is being tested first and PGI did clearly listen to feedback before scheduling the next update, so your nonsense hyperbole isn't warranted and is clearly just fearmongering because you don't like the idea.

I imagine it will need to be changed at least a bit, but because the idea is actually good (for once) then I'm not too worried about it being a catastrophe.

#166 Bud Crue

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Posted 22 February 2017 - 03:28 PM

View PostJC Daxion, on 22 February 2017 - 10:11 AM, said:


How is this a bad thing? ...



I never stated, suggested, or even gave a whiff of a hint that PGI's approach here is a bad thing. Merely an inevitable thing.

As to what I did say, I concluded with:

View PostBud Crue, on 22 February 2017 - 04:11 AM, said:

In this case for this "feature", I for once, am A-OKAY with PGI being PGI.


I just think we have nothing to go one but the vague announcement, and given that this is in the context of a PTS, I think there is no point at all in worrying about it until we know more or when we actually get to test it. Just. Like. Always.

Edited by Bud Crue, 22 February 2017 - 03:28 PM.


#167 Bud Crue

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Posted 22 February 2017 - 03:42 PM

View Post1453 R, on 22 February 2017 - 03:16 PM, said:

Y'all are seriously just okay with this? This whole "Ahhh, it'll be fiiine. Whatever Piranha does'll be perfectly okay, just settle down!" thing is okay with people? Folks can go absolutely thermonuclear over a complete nonissue like loot crates and be Fine Upstanding MWO Citizens, but they threaten to rip the legs off of every single 'Mech in the game and everybody's all "a'ight. Coo'. Chillax, bruh."?

Fine. Enjoy. I suppose I didn't really need a reason to try and get back into playing regularly prior to the tech jump anyways. Not that the tech jump will be half as exciting after this debacle, but eh. Clearly nobody gives a frog. Cannot say I didn't try.


Yes. I am OK with this on a PTS. I shall save my going "thermonuclear" if it ends up playing like crap on the PTS and PGI gives an indication of going forward with it in a crap state.

As to your analogy regarding goodie crates. That was not tested on a PTS. Also the mechanic was mocked for three reasons 1) Russ's assertion that people had been asking for such a "feature" despite a total lack of such commentary on Reddit, Twitter or the Forums (I checked), and 2) because it had real potential to add to an immersive experience (salvage) but PGI went with slot machines instead; and 3 the rewards are lame and the chances of winning the better ones are next to nil and if PGI really needed more microtransactions the community has proposed dozens (hundreds?) over the years and yet they went with goodie crates. Still makes me face palm on their behalf.

#168 Wintersdark

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Posted 22 February 2017 - 04:06 PM

View Post1453 R, on 22 February 2017 - 01:25 PM, said:

You're not protesting them now, eh?


Here; I'll use nice big letters so it's easy for you:

I'm not protesting them now, BECAUSE THERE AREN'T ANY YET. YOU'RE SPECULATING. I'll protest them if they happen.

Otherwise, I'll say "Hey, that would be bad, and would need to be tuned" - which is what I've said. I don't poopoo an entire system because of a potential tuning problem that'd be easily correctable on the test server this is going to arrive on long before it goes live, if at all. That would be ridiculous.


Quote

Yes, I get that agility is a function of groundspeed. You know what I meant - in a system where the only possible variable one can adjust to increase or decrease their mobility is removed from play, it doesn't matter what counts as 'bonus' agility, baseline agility, or anything else - it's all the same absolute untouchable hardlocked package. Agility tree nodes are a complete nonentity because either they're mandatory, and thus part of the basic mobility package, or they're garbage and thus not part of the base mobility package.
Skills. In a well balanced world, you'd choose whether or not you want the extra mobility from skills.

Don't you see; right now, large engines are mandatory. This is fundamentally identical to agility skills being mandatory. If agility skills are viewed as mandatory, then baseline agility should be increased or (if they are too extreme) the skills should be decreased, so that they're balanced around "You have sufficient agility to be competitive as a baseline, and can elect to be more agile at the cost of something else.

There's a cost to it now; except as 100% of people use very large engines now, it's exactly as "mandatory" as your skills complaint. And that's a problem.

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So. Once more - which tab in the MechLab can I go to in order to tweak my myomer rig, actuator systems, control runs, or whatever else it takes to get some shake back into the bake?
Skills. See above.


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You and Quick and everyone else keeps ignoring the Prosperity question y'all shoved in my face when Prosperity was trying to get Clan gear megagigagagglenerfed:

Why is it that a 26.5t engine is ideally supposed to be considered equivalent, with no advantages or desirable traits, compared to a 12.5t engine? Because that's the game you keep describing to me, and I don't understand why fourteen tons is allowed to buy you nothing of value if these two engine types are supposed to be perfectly competitively equivalent to each other.

Is a twenty-six ton engine supposed to be better than a twelve-ton engine or isn't it? If it's not supposed to be better than a twelve-ton engine, explain to me why a player would choose to spend fourteen tons on flab? If fourteen tons of weight, however, is supposed to buy the sort of massive advantage you'd expect the entire mass of two PPCs, or one AC/20 (with ammo/heat sinks, on the Clan side!) to yield...then why is everyone so pissed the hell off that upgrading your engine yields strong benefits?
It is supposed to be better. It IS better. Lets use real examples here, because you waffle heavily hyperbolic and that makes legitimate discussion impossible.

Exhibit 1a: WHM-6R with 320XL at 18.5 tons 80kph.

Exhibit 1b: WHM-6R with 270STD at 18.5 tons 62kph. Doesn't die at ST loss, but loses a 18kph (around 23% of its ground speed!), 6 critical slots (having to move the 2DHS out-of-engine), AND roughly a quarter of it's agility.

This is clearly not a good deal, because absolutely nobody runs the later build. In the later system, the STD equipped mech still loses it's ground speed (and again, 23% speed loss is HUGE) and the 6 critical slots, but that's it. It's still every bit as agile.

Thus, standard engines (which are always going to be lower rated) are getting buffed by this change. That's valuable, because right now standard engines are a joke and this directly contributes to Clans having a massive survivability advantage.

Oh, but you're talking about a 26t vs 12t engine, right? Well, lets look at that. We'll stay in XL's, to not complicate things with survivability differences.

Exhibit 2a: BNC-3M with 375XL at 26.5 tons 69kph. 20DHS. Heavy mech agility.
Exhibit 2b: BNC-3M with 250XL at 12.5 tons 48kph. 15DHS. It makes a Direwolf look like a dancer. Sure; "More Firepower!" you say.... How? How do you use that tonnage for more armor, or more firepower? You don't. Period. Because more tonnage free isn't always useful at all. It's got -2 small lasers and +2 LPL and a Medium Laser. YAY! More firepower! Except...

But lets pretend the new system is in place. They have the same (reasonable, not "worst case scenario terrible) agility. Are people going to flock to the later build? No, of course not.

To be frank: If you're going to argue that 48 KPH is functionally identical to 69 KPH in a MWO battle, you're a bloody idiot. That 21kph is huge, it's a near third of the faster mechs speed.

Those 5 extra DHS are also massive, a quarter of the total DHS count. You're going from 12s to overheat firing everything (but not triggering ghost heat) to 6s to overheat. 78 capacity/4 dissipation to 69 capacity/3.16 dissipation. Sure, the later mech has more guns, but that just means it hits heat cap twice as rapidly. If you DIDN'T take those extra guns, you couldn't have taken more DHS because you didn't have sufficient slots, even after you remove Endosteel.

Those 5 DHS you can pack into the 375 are HUGE. You're going from 48 KPH to 69 KPH.

And you're seriously arguing:

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"explain to me why a player would choose to spend fourteen tons on flab? If fourteen tons of weight, however, is supposed to buy the sort of massive advantage you'd expect the entire mass of two PPCs, or one AC/20 (with ammo/heat sinks, on the Clan side!) to yield


You're spending 14 more tons to gain a 45% increase in ground speed and 5x3=15 critical slots you can spend on DHS. The bigger engine is allowing MORE functional firepower. The bigger engine is moving you 45% faster.

That's not "Flab".

Edited by Wintersdark, 22 February 2017 - 04:08 PM.


#169 Wintersdark

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Posted 22 February 2017 - 04:12 PM

Sure... You could move at 48kph (with speed tweak!) and have an extra AC20 (in a magic world where you have the space to add that to everything else)... But you'll never be able to get that AC20 into combat range because people can simply walk backwards away from you faster than you can chase them. LOL.

#170 Wintersdark

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Posted 22 February 2017 - 04:24 PM

View PostWidowmaker1981, on 22 February 2017 - 02:53 PM, said:


i wasnt talking about armlock, i absolutley care about LAAs if i have arm mounted weapons, but in no mech ever have i thought "I wish the arms on this mech moved faster". Ive thought "i wish the arms on this mech moved laterally" but if they do that, in every case its easily fast enough...
I do apologize, as I get ranty about armlock, and you certainly don't deserve being ranted at.

However, I will say: Back before Ghost Heat, my favourite mech was my 4LL DRG-FLAME. The reason I loved it is it was pretty unique in having both a massive arm reach and very fast moving arms. This allowed snap shots over a huge range very effectively.

But I will agree, arm speed is - unless the default is really low - pretty low on the priority list.

Quote

in my opinion, the mechs 'defined by agility' are also the mechs that come with big stock engines. Name me a mech thought of as agile that was also slow? It was just a thought anyway - and also what i think PGI might do, not what is best. I also did advocate nerfing the best clan mechs to below baseline, though i should have included the MAD-IIC as well.

Generally, but stock engines are a very poor choice. I mean, if we didn't already have the guides we have with current quirks, using stock engines as a guide as to which mechs should be more agile would be fine.

But using stock engine mobility values as they are right now as a baseline would be terrible, because oh so many stock mechs (particularly IS mechs) have very low stock engine ratings, and thus would have *atrocious* handling. This would basically lead to what 1453 R is terrified of, with massive agility nerfs all over the place.

And using stock engines to determine which mechs get agility bonuses now (without using the actual values, but just "mech X has a larger engine than mech Y, so it's baseline should be higher) sounds reasonable, but would lead to balance problems.

Instead, using current quirks works better, as those are the mechs that have been quirked to be more agile in order to be more competitive. This way, you don't have super-agile KDK's =) So, we've already got values we're currently using to determine agility for balance, so those are going to be our best bets as a starting point.

View PostBud Crue, on 22 February 2017 - 03:42 PM, said:


Yes. I am OK with this on a PTS. I shall save my going "thermonuclear" if it ends up playing like crap on the PTS and PGI gives an indication of going forward with it in a crap state.

As to your analogy regarding goodie crates. That was not tested on a PTS. Also the mechanic was mocked for three reasons 1) Russ's assertion that people had been asking for such a "feature" despite a total lack of such commentary on Reddit, Twitter or the Forums (I checked), and 2) because it had real potential to add to an immersive experience (salvage) but PGI went with slot machines instead; and 3 the rewards are lame and the chances of winning the better ones are next to nil and if PGI really needed more microtransactions the community has proposed dozens (hundreds?) over the years and yet they went with goodie crates. Still makes me face palm on their behalf.

Also, people went thermonuclear because:

4) In a lot of implementations, Loot Crates become direct gambling based P2W avenues where exceptional bonuses can be gained via extensive gambling, and that's a really horrible thing for any game.
5) Even without P2W, it's easy to exploit people into spending a hell of a lot of money for really low odds to get stuff that you can't get otherwise, and that too leads to a really unpleasant situation.

Admittedly, PGI's eventual implementation wasn't either of these (which is good) but WAS a depressing missed opportunity for a cool salvage system. Alas, PGI.

#171 Cato Phoenix

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Posted 22 February 2017 - 04:56 PM

View Post1453 R, on 22 February 2017 - 07:30 AM, said:

'Mechs on the lighter end of the scale are being hit harder by the complete loss of all engine agility, and I can absolutely flat-out guarantee you that whatever your favorite twigweight is, it's not going to be one of the small handful of randomly cherry-picked Gifted Ones to retain any of their pre-decoupling mobility. I would not be terribly surprised if the Phoenix Hawk was the only Inner Sphere medium 'Mech to retain any of its current mobility. Not all of its mobility, just some of it.


No, you can't. You cannot flat-out guarantee anything.

View Post1453 R, on 22 February 2017 - 07:30 AM, said:

In the game you two are describing, however, the 26.5t engine is supposed to be equivalent to the 12.5t engine. You're not supposed to derive any benefit from equipping the 26.5t engine that the 12.5t guy doesn't also have. You both are describing a game where the 12.5t engine is not actually considered inferior to the 26.5t engine.

If an engine that weighs only twelve tons is not inferior to an engine that weighs twenty-six tons, why on Earth would anyone take the twenty-six ton engine over the twelve-ton engine?


Because a 26 ton engine gives a bunch more speed? (And in my hope, acceleration/deceleration too).

You continue to completely discount speed as a major force in mobility. The biggest 'agility' factors, in my mind, are speed and turn rate (followed by accel/decel). Mechs manuevering around each other is much more reliant on turning and speed to enter/escape situations. Torso twisting, pitch speed, whatever - don't have any effect on mech positioning, just aiming and damage spreading. So decoupling turn rate from engine rating doesn't suddenly **** speed as worthwhile.

Speed is life.

This isn't suddenly going to make assaults take 250 engines. Gunboat away. You'll notice that the main complaints about big hulking slow mechs (the hexa-AC5 Mauler, for instance) is not that they don't have good twist/facing ability. It's that they're ******* slow.

None of that changes the usefulness of stronger engines.

#172 Wintersdark

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Posted 22 February 2017 - 05:33 PM

View PostCato Phoenix, on 22 February 2017 - 04:56 PM, said:


No, you can't. You cannot flat-out guarantee anything.



Because a 26 ton engine gives a bunch more speed? (And in my hope, acceleration/deceleration too).

You continue to completely discount speed as a major force in mobility. The biggest 'agility' factors, in my mind, are speed and turn rate (followed by accel/decel). Mechs manuevering around each other is much more reliant on turning and speed to enter/escape situations. Torso twisting, pitch speed, whatever - don't have any effect on mech positioning, just aiming and damage spreading. So decoupling turn rate from engine rating doesn't suddenly **** speed as worthwhile.

Speed is life.

This isn't suddenly going to make assaults take 250 engines. Gunboat away. You'll notice that the main complaints about big hulking slow mechs (the hexa-AC5 Mauler, for instance) is not that they don't have good twist/facing ability. It's that they're ******* slow.

None of that changes the usefulness of stronger engines.

And when that speed difference is 48 -> 69 kph = 21kph, on a 95 ton assault mech (so it'd be massively more of a kph difference on a lighter mech)... That's tremendous. And 15 free DHS crit slots...

#173 Appuagab

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Posted 22 February 2017 - 06:10 PM

View PostWarHippy, on 21 February 2017 - 08:44 AM, said:

there is a contingent of players here that want everyone to only play lights and mediums(because reasons) and they feel the best solution is to make heavies and assaults unbearably frustrating to play. Then there is another group(with some crossover from the first group) that feels the best simulation experience entails cement boots, sandbags tied to their arms, and poor performance.

I want to play mediums but most of them feel totally unplayable to me because heavies are just as mobile and carry more weapons and armor. Heavies are actual mediums of MWO and I think that's pretty wrong. I play mostly heavies (and agile assaults) and I'm tired of this meta. I thinks that this new change to engines is going to be a great thing.

#174 Wintersdark

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Posted 22 February 2017 - 06:14 PM

View PostAppuagab, on 22 February 2017 - 06:10 PM, said:

I want to play mediums but most of them feel totally unplayable to me because heavies are just as mobile and carry more weapons and armor. Heavies are actual mediums of MWO and I think that's pretty wrong. I play mostly heavies (and agile assaults) and I'm tired of this meta. I thinks that this new change to engines is going to be a great thing.

I certainly don't want to see Heavies and Assaults be awful to play (I'm an Assault pilot!!), but fundamentally:

Mediums have less armor, the same speed (and thus currently the same agility), and less firepower. Their only advantage is being a little bit smaller.

Heavies SHOULD be somewhat less agile than Mediums, and Assaults should be less agile than Heavies. This doesn't mean that Assaults and Heavies need to be terrifically nerfed, but it does mean that the new baseline values should take this into consideration. I'd be quite happy if Mediums had much higher agility than they do now, getting them a good mobility advantage vs. Heavies.

If this isn't the case, then what do Mediums have going for them?

Edited by Wintersdark, 22 February 2017 - 06:15 PM.


#175 Maker L106

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Posted 22 February 2017 - 08:29 PM

View PostWidowmaker1981, on 21 February 2017 - 01:27 PM, said:


We arent talking about the difference between 50 and 80 kph though, thats ridiculous, we are talking about the difference between 68-70 and 80 kph for heavies, and 58-60 and 70 for assaults. those differences are far lower, and really make very little difference to the time it takes to traverse areas (do you feel left behind in a 80 kph grasshopper vs a 90 kph Timber? I dont)

My biggest fear is that the idea that the Dire feels 'how an assault should feel' according to some is what PGI will go with, and say if you are a fatty, you get to feel as sluggish as a Dire. You might run faster in a straight line, but thats it. And that will ruin my favoured class for me, just like it ruined the Dire for me when they nerfhammered the old skill tree.


This is my fear as well. I'm basing this on my results with all assaults I've played thus far including my Mad-IIC, King Crab and Mauler, I'm by no means a GOOD assault pilot but I do find their firepower (and heavies) attractive with bigger engines, for the Mad-IIC for example I max the engine or run the 375 most times while min maxing my heat-sink setup /w lasers / dakka / mix / whatever. The part that worries me also is the acceleration value. I mean i get giving some mechs modifiers on that that would perhaps make them less sluggish with lower engines, but I don't see the point in forcing fatbro's to be "atlas / whale" fat even if we want to throw a XL400 in there... in my eye's we're paying for it in weight, give us the goodies.

The real practical backside of this is you're going to see somewhat slower mechs (not by much) and a lot more firepower if the scaleback works as OP is worried about. If the agility does become an issue you're going to see the meta devolve yet again to the mechs WITH the agility because bringing the firepower to bare is what matters most. You can have 30+Tons of dakka all day, unless you can survive multiple encounters while dishing that out, it hardly matters. Regardless of weight class actually, mobility, not outright speed are big factors which people also should realize encompass Jumpjets as well. Separate issue though so I'll end on that.

#176 Deathlike

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Posted 22 February 2017 - 11:35 PM

View PostWintersdark, on 22 February 2017 - 06:14 PM, said:

If this isn't the case, then what do Mediums have going for them?


It's either some sort of SRM brawler Griffin (or some variation) or HBK-IIC's for all (mostly in the form of the A variant with 2 CERPPCs). Then there's always the "fat Lights".

Everything else is kinda meh, with the occasional mobile medium LRM boat.

Yay diversity!

#177 Dee Eight

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Posted 23 February 2017 - 12:02 AM

View Post0bsidion, on 22 February 2017 - 06:55 AM, said:

This is actually one change PGI has proposed that is actually somewhat logical. Mechs on the lighter end of the spectrum will be more agile while the heavier mechs will be less agile.

As far as picking engines goes, agility bonuses never really entered my decision making process to begin with. It was usually a combo of wanting a certain speed capability and whether I needed more space for my DHS to fit. After this change I'll still only give those two things any consideration.


Same, Leg speed and heat sinks is all I care about for engine sizes. I never pay any attention to meaningless torso & arm speeds.

#178 Dee Eight

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Posted 23 February 2017 - 01:10 AM

View Post1453 R, on 22 February 2017 - 01:25 PM, said:

Is a twenty-six ton engine supposed to be better than a twelve-ton engine or isn't it? If it's not supposed to be better than a twelve-ton engine, explain to me why a player would choose to spend fourteen tons on flab? If fourteen tons of weight, however, is supposed to buy the sort of massive advantage you'd expect the entire mass of two PPCs, or one AC/20 (with ammo/heat sinks, on the Clan side!) to yield...then why is everyone so pissed the hell off that upgrading your engine yields strong benefits?


I'm guessing you actually have no battletech background prior to this game as you don't understand how the movement system worked in and how that was derived from when MWO was being developed. In battletech, you arrived at an engine rating by multiplying the desired walking speed MP rating by the mech tonnage. If you wanted a 4 MP walking speed on a 65 ton mech, you needed a 260 rated engine. Running speed was 1.5 times the walking speed, rounded up to the nearest whole number, and the maximum jump MP possible was equal to the walking speed rating. Thus a 4 MP walking became 6 MP running, and a 5 MP walking became 8 MP running (5 x 1.5 = 7.5 which rounded up to 8). If you wanted more speed you had to move up in whole number increments of the walking speed. So going back to the 65 ton mech example, going from 4 MP to 5 MP required stepping up from a 260 to a 325 rated engine.

In MWO its backwards in that you pick an engine rating and then divide by the mech's tonnage and multiply by if I remember right 10.8 to arrive at a top speed in kmh, and there is no restriction against up rating the engines to values that doing divide evenly by the mech tonnage. That's why for example, we have as a common occurrence with 55 ton mechs from the canon Battletech history having their 275 rated XL engines swapped out for 280 rated ones, which weigh the same for a slight speed increase. And when they made the engine rating/speed calculation method backwards in MWO, they also made the torso/arm agility speed math screwy too.

As to your whole 12.5 to 26.5 ton comparison which I assume is a 255XL vs a 375XL... well in MWO the principal reasons for most players who'd run such engines, those in heavy and assault mechs... its mainly for top speed and the ability to stuff more heat sinks inside the engine's crit spaces. And for those of us who do that sort of thing, the reason we'll go up even higher but not all the way to a 400 rated engine, is because we have tonnage left to play with and just want a hair more speed. Or for some will sacrifice a slight bit of speed to say on an a Banshee, replace a 380XL with a 375XL. Still holds the exact same number of heat sinks, and while you lost 1kmh of top speed you also gained back a ton of mass, which if you have the crit slots free will allow you to carry another heatsink. I did that with my La Malinche for example.

Everyone wants more top speed more than they want more torso agility because the maps on this game are soooo much larger than the maps we played on with battletech. In Battletech, a warhammer could run across the typical map board in 4 turns (about 40 seconds), but in MWO, even a small map is a couple kms across and will take that same warhammer 2 minutes to cross.

#179 Wintersdark

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Posted 23 February 2017 - 01:54 AM

View PostDee Eight, on 23 February 2017 - 12:02 AM, said:


Same, Leg speed and heat sinks is all I care about for engine sizes. I never pay any attention to meaningless torso & arm speeds.


Unless, for whatever reason, you want to run ballistics. Particularly ballistic based mediums. They need smaller engines - and are canonically designed to use them, for example the Hunchback 4G. Once you start using THOSE engines in a medium though, it suddenly and inexplicably handles like an assault mech, which isn't at all the way they're written to perform.

The reasons people use large engines vs. midrange engines remain the same, but choosing to use a smaller engine to allow more firepower doesn't need the hell out of your ability to fight *and* slow you down/reduce heat sink space.

View PostDeathlike, on 22 February 2017 - 11:35 PM, said:


It's either some sort of SRM brawler Griffin (or some variation) or HBK-IIC's for all (mostly in the form of the A variant with 2 CERPPCs). Then there's always the "fat Lights".

Everything else is kinda meh, with the occasional mobile medium LRM boat.

Yay diversity!
Which translates to:

Nothing, aside for a heavily quirked IS chassis and a particularly good clan chassis.

But, leaving specific chassis aside, the only standout features of mediums vs. heavies is that they carry less weaponry and die faster.

#180 General Solo

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Posted 23 February 2017 - 05:13 AM

Im gonna wait till it's out before passing judgement
The alternative, well its just so much thinking that my head hurts
for no benefit

Edited by OZHomerOZ, 23 February 2017 - 05:15 AM.






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