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Engine Decoupling And Engine To Tonnage Ratio


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#41 Gas Guzzler

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Posted 28 March 2017 - 01:18 PM

View PostQuicksilver Kalasa, on 28 March 2017 - 01:13 PM, said:

Then they set things waaaaaaay too low for lights, 8.5 for 35 tonners is a minimum requirement. It looks like they thought the base line should be linear when it should be exponential in some fashion.


Yep. The Locusts that got better agility (8 vs 7.5) have XL 160 agility. On live they have XL190 + the enormous agility quirks. Not sure why they thought that was okay.

But, a section of the playerbase exists that either,

a ) thinks the Locust needed to be "reigned in", or
b ) thinks light mechs are too agile and gundamy for a "BattleTech game".

We can't have nice things..

Edited by Gas Guzzler, 28 March 2017 - 01:19 PM.


#42 Magnus Santini

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Posted 28 March 2017 - 01:20 PM

FupDup, light mechs on the small end of the spectrum are also penalized by the "Rule of 10 heat sinks." For example, a locust can run a very small engine, but in the process would lose internal heat skinks to the point where it cannot be made "valid." But the LCT-1V, in my very expensive attempts, cannot fall below 2/2 heat rating. Probably there should be a ratio for tonnage to minimal valid heat sinks, so the locust would need 2 and the Kodiak 10, or the locust 10 and the Kodiak 50. Maybe a ratio for firepower to tonnage? Probably the best result is to leave quirks alone, nerf all mechs' agility by the exact amount available on the new tree, and let people choose to rebuy it if they want to sacrifice something else.

#43 MechaBattler

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Posted 28 March 2017 - 01:23 PM

Don't light mechs also have the "rate of loss" quirk to compensate for the Rule of 10?

#44 Gas Guzzler

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Posted 28 March 2017 - 01:24 PM

View PostMechaBattler, on 28 March 2017 - 01:23 PM, said:

Don't light mechs also have the "rate of loss" quirk to compensate for the Rule of 10?


That accounts for the dissipation I believe, but what about the heat cap? Either way, lights still should be more agile than they were on the PTS IMO.

#45 Quicksilver Aberration

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Posted 28 March 2017 - 01:25 PM

View PostGas Guzzler, on 28 March 2017 - 01:24 PM, said:


That accounts for the dissipation I believe, but what about the heat cap? Either way, lights still should be more agile than they were on the PTS IMO.

Mediums too

#46 Deathlike

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Posted 28 March 2017 - 01:25 PM

View PostMagnus Santini, on 28 March 2017 - 01:20 PM, said:

FupDup, light mechs on the small end of the spectrum are also penalized by the "Rule of 10 heat sinks." For example, a locust can run a very small engine, but in the process would lose internal heat skinks to the point where it cannot be made "valid." But the LCT-1V, in my very expensive attempts, cannot fall below 2/2 heat rating. Probably there should be a ratio for tonnage to minimal valid heat sinks, so the locust would need 2 and the Kodiak 10, or the locust 10 and the Kodiak 50. Maybe a ratio for firepower to tonnage? Probably the best result is to leave quirks alone, nerf all mechs' agility by the exact amount available on the new tree, and let people choose to rebuy it if they want to sacrifice something else.


PGI "manually adjusted" this with quirks.

The problem though is that it wasn't applied properly when it comes to engines. A Locust with max engine will have better cooling power than a stock Locust engine. Same could be said with the Urbie in fact.

Had the heatsink formula had been based off the engine... the math would take care of itself. The quirk is only a flat value in this instance.

#47 Baulven

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Posted 28 March 2017 - 01:29 PM

View PostGas Guzzler, on 28 March 2017 - 01:18 PM, said:


Yep. The Locusts that got better agility (8 vs 7.5) have XL 160 agility. On live they have XL190 + the enormous agility quirks. Not sure why they thought that was okay.

But, a section of the playerbase exists that either,

a ) thinks the Locust needed to be "reigned in", or
b ) thinks light mechs are too agile and gundamy for a "BattleTech game".

We can't have nice things..


Eh at least after the initial tweak it wasn't too bad. I had a few lights running circles on me once and I couldn't keep them in my front arc while in an assault, so the engine agility was working fairly decently even if they weren't super spastic anymore. When I switched to heavies I could keep them from out turning me but not by a lot, making it a bit more touch and go for experience to play a big roll. When I ran my fridge the light might as well give up since it couldn't meaningfully out maneuver me and I could hit it easier.

So I guess it was working out sorta?

#48 FupDup

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Posted 28 March 2017 - 01:31 PM

View PostMagnus Santini, on 28 March 2017 - 01:20 PM, said:

FupDup, light mechs on the small end of the spectrum are also penalized by the "Rule of 10 heat sinks." For example, a locust can run a very small engine, but in the process would lose internal heat skinks to the point where it cannot be made "valid." But the LCT-1V, in my very expensive attempts, cannot fall below 2/2 heat rating. Probably there should be a ratio for tonnage to minimal valid heat sinks, so the locust would need 2 and the Kodiak 10, or the locust 10 and the Kodiak 50. Maybe a ratio for firepower to tonnage? Probably the best result is to leave quirks alone, nerf all mechs' agility by the exact amount available on the new tree, and let people choose to rebuy it if they want to sacrifice something else.

For a long time I've wanted the base 10 sinks to always be inside the engine for sub-250 engines. That would free up a lot of critslots for low-end lights, helping them mount more stuff like Endo + FF (mostly applies to IS lights). This would also give them a bit more heat dissipation.

Won't happen though. :\

#49 VanillaG

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Posted 28 March 2017 - 01:31 PM

View PostDeathlike, on 28 March 2017 - 12:52 PM, said:


Personally, I think it's "easier" on PGI's end to scale based on the "universal engine formula". There should be some practicality to adjust individual values for differentiation, but that would take a lot more time and effort... and it's not like this hasn't been fumbled before (a decimal place off doesn't take much to make things work funny).

The easiest way to implement it is put the explicit values in the XML because they will need to adjust individual values. They can keep their "universal engine formula" in a spreadsheet somewhere and manually tweak the values as needed. They have a one time cost of converting all of the existing mechs to have the explicit values but going forward they are not going to be making sweeping changes so it should not be that big of a burden to tweak values.

#50 Gas Guzzler

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Posted 28 March 2017 - 01:32 PM

View PostBaulven, on 28 March 2017 - 01:29 PM, said:

Eh at least after the initial tweak it wasn't too bad. I had a few lights running circles on me once and I couldn't keep them in my front arc while in an assault, so the engine agility was working fairly decently even if they weren't super spastic anymore. When I switched to heavies I could keep them from out turning me but not by a lot, making it a bit more touch and go for experience to play a big roll. When I ran my fridge the light might as well give up since it couldn't meaningfully out maneuver me and I could hit it easier.

So I guess it was working out sorta?


No, I don't think so. Lights do not need their agility nerfed at all, they are week enough, especially when some heavies and assaults didn't even get their agility nerfed either.

#51 FupDup

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Posted 28 March 2017 - 01:32 PM

View PostGas Guzzler, on 28 March 2017 - 01:24 PM, said:

That accounts for the dissipation I believe, but what about the heat cap? Either way, lights still should be more agile than they were on the PTS IMO.

External sinks and engine sinks supposedly have the same cap, at least as far as the XML goes (only one cap is listed while there are two different dissipation values listed per sink type).

Still doesn't account for all of the slots you lose on those external dubs, which hurts IS lights a lot because of 3-slot dubs and bulkier everything.

#52 1453 R

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Posted 28 March 2017 - 01:40 PM

View PostFupDup, on 28 March 2017 - 12:41 PM, said:

...
The objectives of this whole decoupling initiative are:

1. Make mechs with low engine caps be viable instead of objectively garbage.

2. Allow lower engines to be an actual choice even on mechs that can go higher if they want to.

3. If the baseline values are chosen wisely, give mediums and lights more mobility relative to heavies and assaults (by nerfing and/or buffing one side or the other) to improve weight class balance and reduce the arm's race to get bigger robots. Also helps give mechs on the low-end of their class some sort of advantage over the more armored and more armed mechs on the high-end of their class.


Here's my question. Don't worry, I'm trying really hard to reign in my hellfire hatred for decoupling on this one, but nevertheless, a question:

What other system could be put in place that could accomplish some of these goals, without invalidating the existence of larger engines and making smaller engines de facto superior to larger ones?

#1 and #3 can be done with quirks, and if quirks are still an arbitrary crap system nobody really likes...well, the game is built on those anyways. The number of up-engined 'Mechs that decoupling savagely beats into obsolescence is much higher than the current number of under-engined 'Mechs struggling for viability.

I also question the desire for #2. Outside of my own confusion concerning the desire of players to go slow instead of going fast, which I've argued to no avail before, I'm not sure why taking a substantially smaller engine rating than your 'Mech is capable of should not be considered disadvantageous. Taking a larger engine near a 'Mech's cap produces a disadvantageous lack of firepower compared to smaller-engine'd machines - why should the machine with ten less tons in its engine not suffer some sort of handicap or weakness commensurate to the ten additional tons of weaponry and equipment it's able to equip?

And finally...are we all able to agree at this point that the handful of folks predicting that Piranha would horribly mangle The Baseline™ in the face of everyone else's claims of inevitable near-perfection were more correct than not? The baselines established in Gas' linked post in the OP are all over the place, make no sense, do not at all respect the requirements of most of the 'Mechs in the game, and are so arbitrary and bizarre that it's one of the strongest pieces of evidence yet for the Dartboard of Destiny.

I know nobody wants to hear me talk about this anymore. But I'd still really like to know why people are so strongly of the opinion that Slow is and should rightly be universally better than Fast.

#53 Baulven

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Posted 28 March 2017 - 01:40 PM

View PostGas Guzzler, on 28 March 2017 - 01:32 PM, said:


No, I don't think so. Lights do not need their agility nerfed at all, they are week enough, especially when some heavies and assaults didn't even get their agility nerfed either.


That would indicate the the values on those classes need adjusted down a bit further then. The problem with the balancing act is if the heavier classes become lumbering mediums need to be able to perform their defense roles as anti harrassment. I really think they need to add in the decouple to 12v12 games so real testing can be done on the setup.

Then again they need to add some sort of incentive so people actually play on a PTS and test one thing at a time.

#54 Verkhne

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Posted 28 March 2017 - 01:43 PM

View PostGas Guzzler, on 28 March 2017 - 10:35 AM, said:


Timby is brought down to ~320 agility, and Night Gyr is at a 280 level of agility (ouch).

MAD-IIC is brought down to ~320 agility (also ouch).


Wow, so the base engine for the NGyr omni is a 280? It cant even run a 280!, (cause its an omni) So a nerf to this high performing chassis. I just got it and Warhammers for c-bills, the Warhammer seems more fun. The finger was itching at the Jade Kite on sale , but uncertainty about PGI stopped the trigger pull and now am glad of it.

But "Ngyr is OP needs a nerf"...maybe but mobility is a "fun" nerf, and IS heavy mechs {to which I guess the 280 engine size was based) will all be running LFE in July anyways. 75 tonners running 300 engine size seems a better measure of mobility.

#55 Gas Guzzler

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Posted 28 March 2017 - 01:45 PM

View PostBaulven, on 28 March 2017 - 01:40 PM, said:

That would indicate the the values on those classes need adjusted down a bit further then. The problem with the balancing act is if the heavier classes become lumbering mediums need to be able to perform their defense roles as anti harrassment. I really think they need to add in the decouple to 12v12 games so real testing can be done on the setup.

Then again they need to add some sort of incentive so people actually play on a PTS and test one thing at a time.


I don't see why lights need to have less agility though. There is no negative gameplay aspect of lights being as agile as they are in game.

View PostVerkhne, on 28 March 2017 - 01:43 PM, said:


Wow, so the base engine for the NGyr omni is a 280? It cant even run a 280!, (cause its an omni) So a nerf to this high performing chassis. I just got it and Warhammers for c-bills, the Warhammer seems more fun. The finger was itching at the Jade Kite on sale , but uncertainty about PGI stopped the trigger pull and now am glad of it.

But "Ngyr is OP needs a nerf"...maybe but mobility is a "fun" nerf, and IS heavy mechs {to which I guess the 280 engine size was based) will all be running LFE in July anyways. 75 tonners running 300 engine size seems a better measure of mobility.


It will have twist/turn rates and accel decel as if it had a 280 engine. Honestly, its a pretty minor nerf. Its still going to be breathtakingly good.

Edited by Gas Guzzler, 28 March 2017 - 01:44 PM.


#56 FupDup

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Posted 28 March 2017 - 01:56 PM

View Post1453 R, on 28 March 2017 - 01:40 PM, said:

Here's my question. Don't worry, I'm trying really hard to reign in my hellfire hatred for decoupling on this one, but nevertheless, a question:

What other system could be put in place that could accomplish some of these goals, without invalidating the existence of larger engines and making smaller engines de facto superior to larger ones?

#1 and #3 can be done with quirks, and if quirks are still an arbitrary crap system nobody really likes...well, the game is built on those anyways. The number of up-engined 'Mechs that decoupling savagely beats into obsolescence is much higher than the current number of under-engined 'Mechs struggling for viability.

Quirks can absolutely accomplish the goals, but they require direct and continuous input from PGI. The point of decoupling is to have at least some of that process be automated, reducing (but not eliminating by any means) our dependence on PGI having to go in and directly touch bad gundams.

I don't have any real faith in PGI's ability to touch bad gundams...at least not in any way that is beneficial. Most of their efforts end up hurting as much as helping if not more so...


View Post1453 R, on 28 March 2017 - 01:40 PM, said:

I also question the desire for #2. Outside of my own confusion concerning the desire of players to go slow instead of going fast, which I've argued to no avail before, I'm not sure why taking a substantially smaller engine rating than your 'Mech is capable of should not be considered disadvantageous. Taking a larger engine near a 'Mech's cap produces a disadvantageous lack of firepower compared to smaller-engine'd machines - why should the machine with ten less tons in its engine not suffer some sort of handicap or weakness commensurate to the ten additional tons of weaponry and equipment it's able to equip?

You're making the assumption that the amount of tonnage spent on engine is equal to the amount of benefit you get. The truth of the matter is that it depends entirely on where you lie on the weight scale and which specific engine we're talking about.

The weight of engines follows a curve of diminishing returns. At the highest end of the scale (like 375+ range), you end up paying a lot for only a little gain. The issue is that on the lower end of the scale, you end up paying only a little for a large gain. On the really low end of the scale, trying to downgrade your engine for more firepower won't actually increase your firepower by any effective amount. The Cougar vs. Adder debate should make this pretty damn obvious.

A quick example is our friendly neighborhood Puma. He comes stock with an XL210 engine, yes? This engine weighs 10.5 tons when we account for the base 10 DHS needed. The XL225 engine weighs 11 tons when you count the external dub you need. You can literally pay for this upgrade just by removing the stock Flamer that all Pumas come with in the CT. Does that sound like the Puma is making any kind of sacrifice at all?

The sacrifice only kicks in once you start getting past 350 engines or so. Up until that point, it's more or less a direct upgrade instead of a sacrifice in many cases. If you mechlab min-max hard enough, you can even make the bigger engine mech have MORE firepower by virtue of saving slots on engine sinks, allowing you to mount more equipment and have better heat sustainability.

Something you're forgetting is that firepower is not unlimited. There are multiple factors that set a maximum cap on how much pewpew you can take. These factors are hardpoints, critical slots (especially on big mechs), heat (the biggest factor of all), and tonnage itself...The amount of weight you gain from that smaller engine doesn't always translate into an equally bigger gun. Lowering your engine does not remove any of these "glass ceiling" firepower limits.


Your fear is making Option A better than Option B, but you are unknowingly preaching to preserve a system that just does the reserve and makes Option B better than Option A.


View Post1453 R, on 28 March 2017 - 01:40 PM, said:

And finally...are we all able to agree at this point that the handful of folks predicting that Piranha would horribly mangle The Baseline™ in the face of everyone else's claims of inevitable near-perfection were more correct than not? The baselines established in Gas' linked post in the OP are all over the place, make no sense, do not at all respect the requirements of most of the 'Mechs in the game, and are so arbitrary and bizarre that it's one of the strongest pieces of evidence yet for the Dartboard of Destiny.

PGI screwing things up is always a big concern, but this also means that any kind of system we try to make to solve the problems I listed (see first part of this post) will also fail by definition. In other words, we're borked no matter what we do.

This should thus be treated as an academic discussion based on how things could be if PGI didn't PGI so hard. Otherwise, we might as well just give up now...


View Post1453 R, on 28 March 2017 - 01:40 PM, said:

I know nobody wants to hear me talk about this anymore. But I'd still really like to know why people are so strongly of the opinion that Slow is and should rightly be universally better than Fast.

The problem is that the current system makes it so that Fast is universally better than Slow, even when you account for the "extra firepower" of the slow mech. The Dire Wolf says hello.

The point of decoupling is to try to equalize things.

Edited by FupDup, 28 March 2017 - 02:21 PM.


#57 Chris Lowrey

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Posted 28 March 2017 - 02:05 PM

Hey Guys,

Don't want to get in the way of the discussion here, but I do want to clear up a few things.

Yes, those values in the initial .PDF relating to engine to tonnage ratios that you can achieve in the current game. We used these values as a framework to ensure that our engine desync values roughly synced up with values that where achievable in the live game in order to test its overall framework in PTS. And to also ensure that the back end changes done to support engine desync produced comparable results to what players are used to in the live game in a general sense.

But I would not read too much into them past that point. I want to heavily stress the following:
  • The values posted in those .pdf's where the values that where utilized in PTS 2. The PTS that introduced engine desync. They are not the latest values that where tested in PTS 2.5. Nor are they accurate to the value changes we are making as a result of the PTS 2.5 feedback.
  • The purpose of the initial testing values where to test the initial implementation of the back-end changes and monitor if anything breaks. Like Deceleration did. And stress test where the initial baseline started to buckle so we knew where we could start exponentially increasing the per-tonnage baseline values.
  • Performance will not be exactly 1 to 1 with what you see on live, we have adjusted some base turn values in regards to the performance curve that sees a bit more visible responsiveness at lower speeds.
  • The skill tree provides higher total mobility bonus' then the current pilot lab. Engine Desync was designed with this in mind, so some values are a bit lower then their live values intentionally to factor in for the additional bump you get from your total investment in the mobility tree.
  • On the point of the Locust, again, these where initial PTS numbers that we where observing at a macro level. The 7.5 E2T value listed on the .pdf has not been accurate since the initial Engine Desync PTS. Its Engine to tonnage template by PTS 2.5 was set to 11.5 by comparison.
  • All other lights and mechs with significant mobility quirks received similar bumps.
  • I want to heavily stress this last part, but this still remains an in-development feature. And as such, all values are NOT FINAL.
Feel free to continue discussion but I have to heavily stress that the posted .PDF's are not an accurate representation of the current tuning in of this feature. Nor is it accurate to what was tested in PTS 2.5.

#58 Gas Guzzler

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Posted 28 March 2017 - 02:14 PM

View PostChris Lowrey, on 28 March 2017 - 02:05 PM, said:

Hey Guys,

Don't want to get in the way of the discussion here, but I do want to clear up a few things.

Yes, those values in the initial .PDF relating to engine to tonnage ratios that you can achieve in the current game. We used these values as a framework to ensure that our engine desync values roughly synced up with values that where achievable in the live game in order to test its overall framework in PTS. And to also ensure that the back end changes done to support engine desync produced comparable results to what players are used to in the live game in a general sense.

But I would not read too much into them past that point. I want to heavily stress the following:
  • The values posted in those .pdf's where the values that where utilized in PTS 2. The PTS that introduced engine desync. They are not the latest values that where tested in PTS 2.5. Nor are they accurate to the value changes we are making as a result of the PTS 2.5 feedback.
  • The purpose of the initial testing values where to test the initial implementation of the back-end changes and monitor if anything breaks. Like Deceleration did. And stress test where the initial baseline started to buckle so we knew where we could start exponentially increasing the per-tonnage baseline values.
  • Performance will not be exactly 1 to 1 with what you see on live, we have adjusted some base turn values in regards to the performance curve that sees a bit more visible responsiveness at lower speeds.
  • The skill tree provides higher total mobility bonus' then the current pilot lab. Engine Desync was designed with this in mind, so some values are a bit lower then their live values intentionally to factor in for the additional bump you get from your total investment in the mobility tree.
  • On the point of the Locust, again, these where initial PTS numbers that we where observing at a macro level. The 7.5 E2T value listed on the .pdf has not been accurate since the initial Engine Desync PTS. Its Engine to tonnage template by PTS 2.5 was set to 11.5 by comparison.
  • All other lights and mechs with significant mobility quirks received similar bumps.
  • I want to heavily stress this last part, but this still remains an in-development feature. And as such, all values are NOT FINAL.
Feel free to continue discussion but I have to heavily stress that the posted .PDF's are not an accurate representation of the current tuning in of this feature. Nor is it accurate to what was tested in PTS 2.5.



Thanks for that clarification, the intent was to explain the engine to tonnage ratio and what it meant primarily. Its tough to find the latest .pdf for that stuff, I thought that was the most recent, and I couldn't find a more recent .pdf, but I didn't spend an incredible time looking for it.

#59 Scyther

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Posted 28 March 2017 - 02:19 PM

Good points, look forward to seeing it in action!

#60 Bud Crue

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Posted 28 March 2017 - 02:19 PM

View PostChris Lowrey, on 28 March 2017 - 02:05 PM, said:

  • I want to heavily stress this last part, but this still remains an in-development feature. And as such, all values are NOT FINAL.



Whew. Was worried there for a second. I mean making the Jester less agile than the BB would be a travesty; making the Quickdraw 4G and 4H as unresponsive as the 5K despite the 4G losing it 60% agility quirks and the 4H losing it 40% compared to the 5K which has no agility quirks would really suck (this was very noticeable on the PTS btw) too. Glad to hear that this is a work in progress.

Since we are on the subject...any idea what the justification is for making the Marauders vastly more agile compared to the other IS 75 tonners? Are the Black Knights and Orions supposed to be unable to spread damage in lore or something?





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