Koniving, on 05 March 2017 - 08:34 AM, said:
The reason I ask, is the game has three settings in regards to movement.
Turn speed Slow
Turn speed Medium
Turn speed Fast.
With slow, medium and fast referring to a percentage of the throttle bar (low ranges, medium ranges, high ranges). Each of these have a percentage value for the turn speed. Each is set at 100% on live, unless it is a mech with a slower than normal turn speed.
In the PTS, it's pretty noticable based on where your current speed is (not throttle setting, but speed as a percentage of max speed). It allows tight maneuvers even by otherwise cumbersome mechs if the pilot steps up and manages velocity during the turn. You don't need to slow much at all to get a much tighter turn, and here's somewhere a strong pilot can outperform a poor one. Just stay at max speed, and an opponent who manages their speed while turning can outperform them in the same mech.
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To me, it would make sense that the turn speed be at a lower setting for high throttle... or more sensible, for higher velocities. Of course this could be an independent control from the game's own inertia mechanics for velocity and changes in direction at X speeds in which case lower percentages may be used as additional, non-physics methods of controlling turn speed.
Yes, slower turn speed at higher velocities - again, as a percentage of max speed, so fast mechs benefit rather than suffering - they're still going fast when turning really quickly.
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Hence why I thought it to be worth asking. Honestly PGI originally had the mechs very sluggish in movement, I miss it and most people I share closed beta vids with wonder why we don't have 'that' game... the one that feels like a simulator rather than an arcade shooter.
They're not more sluggish than a moderate engined mech on live. Roughly around a 300-rated engine at 65t. It can seem like they are if you only turn at max speed, but I feel this is a really good thing overall. Raising the pilot skill ceiling is a good thing.
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How slow are we talking? Compared to fastest engine possible on live? Compared to a stock or reasonable engine on live?
The reason I ask is the Urbanmech in the video takes off as quickly as a Locust does.
Is it because the overall maximum speed is low? Or does the Urbanmech reach max speed that fast regardless of the engine or the max speed?
Acceleration is a fixed value visible on the PTS. So, a slow mech with the same acceleration value will hit max speed faster, but not accelerate faster. Locusts accelerate MUCH faster than Urbanmechs, nearly twice as fast, but their max speed is way higher too.
[unskilled values]
Simply put:
For an extreme comparison, the Urbanmech sports and acceleration of 47.7kph/s. So, in 1 second, it's at 47.7kph, 2 seconds it's at 95.4kph, which is just shy of it's 97kph maximum. That urbanmech decelerates at 81.6kph/s, so a full stop takes a little over a second.
The Locust accelerates at 84.6kph/s. In 1 second, it's doing 84.6kph, 2 seconds it's doing 153.9kph (top speed). Locust's decelerate at 182.5kph/s, so the Locust can drop to a full stop in less than a second.
It's scaled a bit, though, at high speed - after 70% speed, both acceleration and deceleration are reduced slightly. I'm unsure of the displayed value - if it's accel at max speed or stop? In practice, the *unskilled* locust still hits max speed in less than two seconds.
Unskilled, doing timing runs on the runway at River City, I'm finding my Locust does a full 360@ 153kph in ~4s. Drop to 110kph, and it does it in 3s. Around 75kph you're getting to 2s, continuing to improve to 0kph, but gains lower than around 80kph are pretty minor.
Given the acceleration rates, you can get down to ~80kph and back up in a tiny fraction of a second in a locust, so you're not any more vulnerable.
Skills make a
massive difference to times, of course.
Sadly, my video editing skills are not up to task to put up comparison videos, but it'd be awesome if someone did that.