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Pgi: Total Tonnage Used Should Be Computed For Speed


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#1 An Innocent Urbie

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Posted 13 June 2017 - 03:33 AM

PGI make it possible that the calculation of top speed should be the total tonnage used instead of the predefined tonnage of a mech.

an Atlas that only used 90 Ton should be faster than a 100 Ton Atlas

#2 PhoenixFire55

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Posted 13 June 2017 - 03:48 AM

Yes it should. Yes, it has been suggested several times ages ago (myself included). Yet, it will be happily ignored once again.

Can't blame you for trying tho.

#3 Ronan

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Posted 13 June 2017 - 03:51 AM

No, it shouldn't. Use your last 10 tons.

#4 El Bandito

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Posted 13 June 2017 - 03:52 AM

On that note, 30 ton Light ramming into 100 ton Assault should be wrecked upon contact. ;)

#5 Ced Riggs

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Posted 13 June 2017 - 03:53 AM

If you have 10 tons free, upgrade your engine. If you can't upgrade your engine further, bring more weapons. The matchmaker assumes your 100 ton Atlas is a 100 ton Atlas, not an 80 ton Atlas that left half his loadout space at home.

#6 PhoenixFire55

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Posted 13 June 2017 - 03:55 AM

View PostEl Bandito, on 13 June 2017 - 03:52 AM, said:

On that note, 30 ton Light ramming into anything should be wrecked upon contact.


FTFY.

#7 Valhallan

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Posted 13 June 2017 - 04:05 AM

I can already see ridiculous things like a 6ml/spl cicada moving faster than a locust and breaking hitreg across it's spindly legs. or even worse a 3ml/spl trollmando 240xl rated at 20 tons, 30% faster than a lolcust, streakboating will be required. Posted Image

#8 LORD ORION

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Posted 13 June 2017 - 04:44 AM

View PostValhallan, on 13 June 2017 - 04:05 AM, said:

I can already see ridiculous things like a 6ml/spl cicada moving faster than a locust and breaking hitreg across it's spindly legs. or even worse a 3ml/spl trollmando 240xl rated at 20 tons, 30% faster than a lolcust, streakboating will be required. Posted Image


LOL, I had to build one to see
http://mwo.smurfy-ne...72a310edcb0dc5c

(Engine Rating / Tonnage) * 16.2 = speed

This 6 medium laser Cicada goes 158 kph untweaked...

Then I laughed, dropping from a 400XL to a 360XL would actually make mechs faster.

118.3 KM/H Scout Banshee ready
http://mwo.smurfy-ne...7ac82ad19bbb677

#9 Karl Streiger

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Posted 13 June 2017 - 05:13 AM

View PostLORD ORION, on 13 June 2017 - 04:44 AM, said:

Then I laughed, dropping from a 400XL to a 360XL would actually make mechs faster.

118.3 KM/H Scout Banshee ready
http://mwo.smurfy-ne...7ac82ad19bbb677

Posted Image Posted Image Posted Image Posted Image Posted Image
hn- based on the 50tons not the rating - the idea sounds so alien for me, that my brain is not able to compute Posted Image

Edited by Karl Streiger, 13 June 2017 - 05:13 AM.


#10 Ced Riggs

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Posted 13 June 2017 - 05:20 AM

120kph Banshee with 95t-rated armor and 8 SPL.

Yes.

This makes sense.

A lot, a huge hecking lot of sense.

Posted Image

#11 Valhallan

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Posted 13 June 2017 - 05:45 AM

View PostLORD ORION, on 13 June 2017 - 04:44 AM, said:


LOL, I had to build one to see
http://mwo.smurfy-ne...72a310edcb0dc5c

(Engine Rating / Tonnage) * 16.2 = speed

This 6 medium laser Cicada goes 158 kph untweaked...

Then I laughed, dropping from a 400XL to a 360XL would actually make mechs faster.

You built it wrong, dropping to 300XL will make the cicada go even faster Posted Image . Trollmando will be doing 194kph, faster than LRM missiles which are 180.

#12 An Innocent Urbie

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Posted 13 June 2017 - 06:01 AM

View PostValhallan, on 13 June 2017 - 05:45 AM, said:

You built it wrong, dropping to 300XL will make the cicada go even faster Posted Image . Trollmando will be doing 194kph, faster than LRM missiles which are 180.



this will just solve the LRM complains! Posted Image

#13 Kaeb Odellas

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Posted 13 June 2017 - 06:05 AM

I would only support this if running an underweight mech would still be slower than running a lighter chassis with the same engine.

So a Commando with running at 20 tons would be slower than a 20 ton Locust both running 190 engines.

You'd have to make sure the speed bonus doesn't completely invalidate the big engines as well.

Edited by Kaeb Odellas, 13 June 2017 - 06:08 AM.


#14 InvictusLee

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Posted 13 June 2017 - 02:49 PM

YES!

#15 Revis Volek

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Posted 13 June 2017 - 02:52 PM

View PostPhoenixFire55, on 13 June 2017 - 03:55 AM, said:


FTFY.



SO a 30 ton light should get knocked over by a 25 ton one?


By trees, small rocks, birds, Paul? Bad ideas are bad, just say it aloud a few times and it should sink in.



OP, if you want to take a 90 tonner then do it, dont half arse build you mech and then say because im not good at mech lab i should get bonus'.

Edited by Revis Volek, 13 June 2017 - 02:53 PM.


#16 Angel of Annihilation

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Posted 13 June 2017 - 03:00 PM

Completely agree. I have several mechs I would actually like to build out under-tonnage but seeing 5,10 maybe even 15 tons of free space not used just disturbs me. It would be nice to get a bonus for building out you mech this way though.

#17 Revis Volek

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Posted 13 June 2017 - 03:04 PM

View PostViktor Drake, on 13 June 2017 - 03:00 PM, said:

Completely agree. I have several mechs I would actually like to build out under-tonnage but seeing 5,10 maybe even 15 tons of free space not used just disturbs me. It would be nice to get a bonus for building out you mech this way though.



WHY?



Why do you want to handicap yourself? Why not just get a lighter mech...



I just dont understand you guys i guess, there isnt only ONE mech in the game, we have SOOOOO many in all the tons and flavors. Where is being bad at the mechlab going to pay off in game?


You get no bonus for going light and you shouldn't, you should just get laughed at.

#18 StealthdragonB

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Posted 13 June 2017 - 03:45 PM

I guess it would make sense if it applied to existing tonnage lost in battle, I mean when a dire wolf loses two arms, with each of them containing a gauss rifle or more, it should in theory be 24 or more tons lighter, maybe the weight of the arms themselves might have an effect as well (an empty arm still weighs something). The arm weight thing probably wouldn't apply to other components though, as they still stick to the mech after being destroyed.

#19 MechaBattler

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Posted 13 June 2017 - 03:55 PM

It'd be kinda nice, I guess. But not something we really need. We might as well add faster speed to mechs that lose a side torso while running standard engines. Small buff, but something I suppose.

#20 Dino Might

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Posted 13 June 2017 - 06:25 PM

The idea is a good one, but obviously it should not be using the same base tonnage to engine rating calculation.

The base tonnage in the design vs. engine rating sets the starting point. Then, for every ton under the base, adjust speed by some (small) percentage.

Ironically, if they had done this, they could have forgone the engine desync, so that taking higher rating engines would have marginal gains, and, ultimately, mechs would pay appreciably (no longer negligibly) for that extra twist speed. But, most of the "I like my heavy ballerinas" players would still moan and groan with that system.

Edited by Dino Might, 13 June 2017 - 06:26 PM.






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