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Thanatos - No Way In Hell That Is The Correct Scale


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#101 Gas Guzzler

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Posted 11 November 2017 - 07:19 AM

View PostBishop Steiner, on 10 November 2017 - 04:53 PM, said:

aka a halfassed attempt to shift the focus.


if they were only viable because of being broke as heck, I guess that speaks more about the pilots...since oddly I see people able to pilot em just fine now.

Crazy concept...less armor and firepower... only advantage is speed... takes more skill than average to do well in? And thus. being harder are much less represented than the usual path of EZmode most gamers embrace? Wow. Sorry you thought that lights running through whole teams almost unscathed (aka the old way) was the "right" way.


I didn't really use lights back then either, but I did have no issue legging them. If they seemed broken, its because you suck at aiming. No light would run through a halfway decent team unscathed.

And it's not shifting the focus, it's just an example of a medium that got bigger. Which were the "assault sized" mediums that got brought down significantly? Struggling to think of a medium as large as a Victor, let alone actual assaults. If anything, the mechs that really needed it were the Catapult and the Dragon, so that is good for them.


#102 Sjorpha

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Posted 11 November 2017 - 07:42 AM

View PostXetelian, on 11 November 2017 - 04:14 AM, said:

Volume scaling is a load of bunk.


The Panther is just about as tall as the Awesome. Same with the Assassin and other low tonnage mechs.

I think everything below 100 tons needs to have a 45% reduction in volume.


I think there should a linear decrease in density as mechs get heavier, in other words the lighter a mech is the denser it is and therefore the smaller it would be.

This also makes some sense realistically, large/heavy machines are often made less dense in order to spread out ground pressure and so on, it would make sense that heavy mechs were less dense to avoid sinking too far into soft ground. Mechs should also probably be designed to have denser legs than torso to lower the balance point, but that doesn't matter in a game like this of course.

I think that kind of scaling would be much more immersive, with larger heavies and assaults and smaller lights/mediums. heavies and assaults could keep and get armour buffs if needed and lights could lose them to balance this, it's a lot better if the survivability of lights comes from speed and small size that from quirks.

#103 Bishop Steiner

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Posted 11 November 2017 - 08:06 AM

View PostGas Guzzler, on 11 November 2017 - 07:19 AM, said:

I didn't really use lights back then either, but I did have no issue legging them. If they seemed broken, its because you suck at aiming. No light would run through a halfway decent team unscathed.

And it's not shifting the focus, it's just an example of a medium that got bigger. Which were the "assault sized" mediums that got brought down significantly? Struggling to think of a medium as large as a Victor, let alone actual assaults. If anything, the mechs that really needed it were the Catapult and the Dragon, so that is good for them.

yeah, so "certain" people said about the Raven, then the Spider and then the ACH, and oh...oops all were proven to be broken. Not liek there wasn't tons of video of Lights even in comp matches taking chances and absorbing ridiculous levels of incoming fire... but believe what you want.

#104 ApolloKaras

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Posted 11 November 2017 - 08:57 AM

View PostBishop Steiner, on 11 November 2017 - 08:06 AM, said:

yeah, so "certain" people said about the Raven, then the Spider and then the ACH, and oh...oops all were proven to be broken. Not liek there wasn't tons of video of Lights even in comp matches taking chances and absorbing ridiculous levels of incoming fire... but believe what you want.



Initially before they updated the hit reg it was like playing Mechwarrior 3 on a dial up connection. It was terrible. No one could hit a Raven lol. After made that hit reg update (I cant remember the date), that exponentially cleaned that up. Lights were actually getting hit, and you saw a TON of light pilots dropped out. The fact that we have a few videos showing where they took a bunch of fire is the exception certainly not the rule.

#105 Koniving

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Posted 11 November 2017 - 11:02 AM

View PostXetelian, on 11 November 2017 - 04:14 AM, said:

Volume scaling is a load of bunk.


The Panther is just about as tall as the Awesome. Same with the Assassin and other low tonnage mechs.

I think everything below 100 tons needs to have a 45% reduction in volume.


O.o; That's a terrible idea. On a side note, one the Panther and Awesome are not the same height and two... they are within the realm of canonical sizes... in terms of difference.

In terms of actual height, they are both about 2-3 meters too tall.
MWO scale, Awesome and Panther.
Posted Image
MWO height:
Awesome: Approximately 14.7 meters to top of head. (But other elements are even taller.)
Panther: Exactly 13 meters to top of head.
Battletech canonical scale, Awesome and Panther.
Posted Image

Awesome height: 12.2 meters (to top of head).
Panther height: 9.11 meters. (to top of head.)

So it is in the ballpark. The Awesome is skinnier and thus about a meter taller in the BT version.

But like all of MWO's scales, they are too tall. But any smaller and the way they designed the cockpits... couldn't hold some of the pilots. Rescaling them without redoing the shape of the cockpits and the mechs themselves... well you wouldn't be able to fit the pilots in them any more. Not that it matters, but its one of those things. You might notice you can't fit the pilot of the Mist Lynx into its mech.

Posted Image
This was before the rescale shrunk him.

If you're wondering why its like this... that's easy. The Mist Lynx is supposed to be....
Posted Image
10.6, as all mechs with endo steel are larger than their standard structure cousins. But we can't have that. You know. Lazy devs, cost issues, etc. Oh and boatloads of player customization that the users of these mechs would never have access to.

Keep in mind that scale puts the height at the tallest point, such as the antennae.

Side note: If you're wondering how "off" the MWO scale is in terms of height... the tallest mech until 3065+ (because after that I don't care anymore) is the Executioner. The tallest mech that exists.

14.4 meters tall.

In MWO...just over 18 meters at the tallest point.

Edited by Koniving, 11 November 2017 - 11:04 AM.


#106 ApolloKaras

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Posted 11 November 2017 - 06:42 PM

View PostKoniving, on 11 November 2017 - 11:02 AM, said:


O.o; That's a terrible idea. On a side note, one the Panther and Awesome are not the same height and two... they are within the realm of canonical sizes... in terms of difference.

In terms of actual height, they are both about 2-3 meters too tall.
MWO scale, Awesome and Panther.
MWO height:
Awesome: Approximately 14.7 meters to top of head. (But other elements are even taller.)
Panther: Exactly 13 meters to top of head.
Battletech canonical scale, Awesome and Panther.

Awesome height: 12.2 meters (to top of head).
Panther height: 9.11 meters. (to top of head.)

So it is in the ballpark. The Awesome is skinnier and thus about a meter taller in the BT version.

But like all of MWO's scales, they are too tall. But any smaller and the way they designed the cockpits... couldn't hold some of the pilots. Rescaling them without redoing the shape of the cockpits and the mechs themselves... well you wouldn't be able to fit the pilots in them any more. Not that it matters, but its one of those things. You might notice you can't fit the pilot of the Mist Lynx into its mech.

This was before the rescale shrunk him.

If you're wondering why its like this... that's easy. The Mist Lynx is supposed to be....
10.6, as all mechs with endo steel are larger than their standard structure cousins. But we can't have that. You know. Lazy devs, cost issues, etc. Oh and boatloads of player customization that the users of these mechs would never have access to.

Keep in mind that scale puts the height at the tallest point, such as the antennae.

Side note: If you're wondering how "off" the MWO scale is in terms of height... the tallest mech until 3065+ (because after that I don't care anymore) is the Executioner. The tallest mech that exists.

14.4 meters tall.

In MWO...just over 18 meters at the tallest point.


Don't forget the height of the locust...

Posted Image

Edited by ApolloKaras, 11 November 2017 - 06:42 PM.


#107 Koniving

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Posted 11 November 2017 - 09:55 PM

View PostApolloKaras, on 11 November 2017 - 06:42 PM, said:


Don't forget the height of the locust...



The art somewhat lies. Also the blue prints aren't to scale (the assault mechs are smaller than the lights in those.

I've tried in many occasions to find the actual height of the Locust, and things like this doesn't help...
Posted Image
This is a 1980s photoshop, basically, taking a stock image of the Locust and slapping it on a background.

But the Locust is stated to be (and I need to find the person that quoted the book entry 'cause I want to read that book) 6 meters tall.
Posted Image
  • First figure is a 6 foot tall man.
  • Second, is the canonical scale of the Locust according to that book (and I know that many of BT's fictional narrators are unreliable; FASA even stated as much in the early 90s with the 1st Somerset Strikers Compendium's dev notes, but as the narration is not under stress, fear, etc. and is just a tech talking specs to a new pilot, I would like to believe the information is credible.)
  • Third is MWO's current height for the Locust.
  • Fourth is MWO's old height for the Locust.
  • Fifth is the BT canonical height of the Panther.
  • Sixth is MWO's current height of the Panther.
Though if I threw the Firefly into this equation, you'd probably **** yourself. It's barely above 5 meters tall. Just like in MW3. Fireflies are short, but their long, reasonably wide bodies are pretty understandably while they can pack 30 tons into such short bodies.

A nearly two hour tangent about weapons from the LBX, lasers, ACs, and even the Long Tom with BT references nd some video and picture comparisons for LBX and Autocannons and why the LBX is NOT a shotgun. Enter this pit only if you dare.
Spoiler


#108 Koniving

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Posted 11 November 2017 - 10:41 PM

Side note, Shadow Hawk drawn to scale. Note this is a 1st or 2nd gen model as the ones after didn't exist as of the year this was drawn.
Posted Image
Haruko's attempt to rescale MWO's Shadowhawk to that scale.
Posted Image
Which brings me to another fun fact...

Look at the Shadowhawk models. 1, 2....3... 5...
The 5th gen are the largest. They need the size to fit double heatsinks and XL engines.
Spoiler contains a detailed example of another mech with scale differences between its models in lore to accommodate DHS.
Spoiler

Anyway notice the SHKs are in the 5s for decades, then suddenly a 3 comes out after 3070. Why a 3 when there's already so many 5? Easy. It was made using an SHK-3's chassis, which is important because 3s were bigger than 2s but smaller than 5s.

So there are scale differences among even a single "Mech" when you consider its centuries of variants.

Want another good one? There are two types of Catapults. There's no official term differing them but I call them stunted-leg and stilt-leg.
Stunted leg.
Posted Image

Stilted leg.
Posted Image

Stilted leg appears in Mechwarrior 1989 in both background artwork to some scenes as well as the Japanese remake in 1993. Stunted leg is what we see in most Mechwarrior games and art.

Always wondered about it but the universe doesn't go into detail about it. Then I played MGSV: The Phantom Pain... and I heard a tape that made me think "Holy ****, that's why!" Wait for "Why was it so important for it to walk upright?"

And there's the reason for the Stilt leg models. Meanwhile the Shunted leg models are better for flatter terrain.

Quote

Ocelot: I don't see the benefit of having it stand taller.
Huey: On terrain with significant differences in elevation like Afghanistan, you need a body that's vertically adaptable. That also lets it attack from long range while using mountain ridges for cover. So making it walk upright was the most important factor in giving it superior height capability. As the name suggests, that was the whole point of Sahelanthropus. But I was being pushed for results. Having the AI mounted externally would've been the fastest way to get it working. I just needed more data so it could maintain it's balance.

Keep in mind, the height difference between the two is a fair bit taller though the leg armor is stretched thinner due to longer legs with the same amount of overall armor stretched out.

Edited by Koniving, 11 November 2017 - 10:47 PM.


#109 The Lighthouse

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Posted 11 November 2017 - 11:39 PM

Yeah.... that scaling of BT alone really makes the case why Lore/TT is not going to work well for FPS video games.

Try that 25 mech which is about as tall as Maddog... It was never going to work really.

#110 Lightfoot

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Posted 12 November 2017 - 01:36 AM

View PostViktor Drake, on 09 November 2017 - 04:17 PM, said:

Just looks at the scale comparisons and I want to know what PGI is smoking becuase it is obvious something is way, way off. The Thanatos makes the Night Gyr looks like a medium mech in comparison. It is about the same height but everything is thicker from the front profile and from the side profile there is even more of a huge difference, hell it is at least twice as thick from the side as any of the other mechs it is compared against.

Seriously someone hit the bottle quite hard before they "volumetrically" scaled the Thantos so all I got to say is....

PGI, YOU GOT 4 DAYS TO GET THIS THING BACK TO THE DRAWING BOARD AND SCALED CORRECTLY!!!


QFT: Your Scale of the Thanatos is way too big, anyone can see that. Fix it now.

There is no point in showing BattleTech Blueprints, that's not how MWO's rescaling of the mechs was handled. MWO rescaled based on Mass=Scale and the Thanatos is coming in at about 82 tons. The rescale created winners and losers, but unless PGI is doing another full rescale they need to abide by their own scaling rules.

The Thanatos has strengths and weaknesses in it's box-like torso, but will never escape being prone to side torso destruction in any game version. At the current scale it will be a pile of poo.

Edited by Lightfoot, 12 November 2017 - 01:57 AM.


#111 Y E O N N E

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Posted 12 November 2017 - 02:06 AM

BattleTech lore scaling was garbage in its own right.

#112 Trissila

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Posted 12 November 2017 - 02:34 AM

View PostScout Derek, on 09 November 2017 - 05:43 PM, said:

What were you expecting? Skinny Thanatos? The damned thing is supposed to be like that. Can't see why some of you are complaining about a mech that looks pretty similar to the original.

Posted Image

Posted Image


In a world where every mechwarrior is curiously bad at their job and where shots land is a literal roll of the dice every time, the Thanatos' design is acceptable.

Here in reality though, where mechwarriors actually bother to aim before they pull their triggers, that thing is going to get carved up like a thanksgiving turkey, one bulky ST at a time.

Guess it released at the right time, at least.

#113 Y E O N N E

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Posted 12 November 2017 - 02:40 AM

I think PGI designed it to be good at poptarting and only poptarting, since that's what you are going to have to do to keep those things intact.

#114 Koniving

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Posted 12 November 2017 - 03:28 AM

View PostThe Lighthouse, on 11 November 2017 - 11:39 PM, said:

Yeah.... that scaling of BT alone really makes the case why Lore/TT is not going to work well for FPS video games.

Try that 25 mech which is about as tall as Maddog... It was never going to work really.

Not in a game with this much freedom.

Small mechs tend to have standard structure/armor and is light on it. SHK 2D is short and has half a ton more armor than a stock Locust. That's 4.5 tons of armor. The 3s are taller and the 5s (which have more armor than most medium and heavy mechs and some assaults at 10.5 tons of armor) are pretty big.

As a comparison, the 80 ton Victor K has 12.5 tons of armor. Only 2 tons more armor for a mech 25 tons heavier. A Uziel 2S has only 8 tons of armor. The Catapult C1, K2 and the Hellbringer only have 10 tons of armor. The Marauder IIC only has 11.5 tons of armor. The ever superior Warhawk has 13.5 tons of armor in addition to four cannons that deliver 15 damage each in a single shot, each.

There it makes a lot of sense.
This may be one of the reasons why MW5 is going to feature "Granular" customization over every facet of your mech, weapon variants, etc... but no actual "Mechlab", no structure/armor changes... They want every variant to mean something and to be unique from each other in MW5...


A lot of "obsolete" wouldn't be happening in MWO if not for this freedom to customize. And adherence to the somewhat wild scales.

This said... I wonder how MW5 is going to justify a Shadowhawk 2D that's got 4.5 tons of armor and yet is as tall as it is in this game.
Posted Image
I mean... the Locust has up to 4 tons of armor...
the canonical SHK 2D height is less than 3 meters taller than the Locust and yet its over twice its height (which the 5M would be with all of its armor, expanded room for DHS and XL engine... The cost of bulkier yet lighter equipment in BT lore is being Bigger and Easier to Hit. The 2D is still at least tank size, as we know tanks don't run around with DHS and XL engines and endo steel structure all that often. The 5M's grown by over 2 meters in combined height and girth and a bigger caliber AC [Ultra, yes I know]. There's also a 550 year difference between the original SHK 1st and second generations and the significantly larger and bulkier 5th generation so scale is very understandably going to change when the skeleton, the factory, etc. all change and room is made to fit the bulky stuff with an additional 6 tons of armor to harbor it.)

To put 6 tons into perspective, this is 6 tons.
Posted Image
This has been added, just in armor... With the original size that clearly wouldn't work. Let alone the additional internal space that could allow a person to slip in under the lower arm actuator in order to mess with the laser weapon, something impossible in the 2D's scale.

Edited by Koniving, 12 November 2017 - 08:37 AM.


#115 xVLFBERHxT

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Posted 12 November 2017 - 03:42 AM

View PostKoniving, on 12 November 2017 - 03:28 AM, said:

They want every variant to mean something and to be unique from each other in MW5...


I like that Posted Image .

#116 Koniving

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Posted 12 November 2017 - 03:44 AM

View PostxVLFBERHxT, on 12 November 2017 - 03:42 AM, said:


I like that Posted Image .

To think of all the complaints on the thread where that was shown from the PCGamer interview. "No mechlab!" "But what about mah customizations to make variants worthless!" "What I can't put endo steel on mechs before its invented, what kind of stupid **** is that?" Etc.

#117 Xavori

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Posted 12 November 2017 - 03:58 AM

View PostTrissila, on 12 November 2017 - 02:34 AM, said:


In a world where every mechwarrior is curiously bad at their job and where shots land is a literal roll of the dice every time, the Thanatos' design is acceptable.

Here in reality though, where mechwarriors actually bother to aim before they pull their triggers, that thing is going to get carved up like a thanksgiving turkey, one bulky ST at a time.

Guess it released at the right time, at least.


Actually, in reality we have targeting computers in tanks that can handle the tank moving 40mph at an angle to a target tank going 30mph a different direction, with winds up to 20mph, and temperatures of 100F and 90% relative humidity, and multiple ammo types, but when the gunner aims, he just puts his sights right where he wants the round to hit and pulls the trigger and the computer moves the gun barrel to 'fix' for all the variables before firing.

#118 xVLFBERHxT

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Posted 12 November 2017 - 06:56 AM

View PostXavori, on 12 November 2017 - 03:58 AM, said:


Actually, in reality we have targeting computers in tanks that can handle the tank moving 40mph at an angle to a target tank going 30mph a different direction, with winds up to 20mph, and temperatures of 100F and 90% relative humidity, and multiple ammo types, but when the gunner aims, he just puts his sights right where he wants the round to hit and pulls the trigger and the computer moves the gun barrel to 'fix' for all the variables before firing.


Ah the good old days of lostech...

#119 Mcgral18

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Posted 12 November 2017 - 04:01 PM

View PostBishop Steiner, on 11 November 2017 - 08:06 AM, said:

yeah, so "certain" people said about the Raven, then the Spider and then the ACH, and oh...oops all were proven to be broken. Not liek there wasn't tons of video of Lights even in comp matches taking chances and absorbing ridiculous levels of incoming fire... but believe what you want.


Cheetah broken?
Because it was launched with GodQuirks?
Its hitboxes have always been form fitting...unlike the Raven

The Raven, which spawned in an era of terrible hitreg, had its hitboxes EXTENDED BEYOND THEIR BOUNDARIES, to make it easier to hit
Which have never been scaled back, because hitreg works presently.
RIP Legs


Spider did have a couple broken spots, but you don't hear much crying from such a weak robot, anymore

Edited by Mcgral18, 12 November 2017 - 06:37 PM.


#120 FupDup

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Posted 12 November 2017 - 04:04 PM

View PostMcgral18, on 12 November 2017 - 04:01 PM, said:

Spider did have a couple broken spots, but you don't hear much crying from such a weak robot.

Correction: There was in fact a crapload of crying about the Spider, and even to this day some people hold a grudge against the chassis.

And IIRC the only broken spot (with video proof) was a small hole (like the size of an AC shell) in the CT near the waist?





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