Jump to content

Mech Mobility Stats


13 replies to this topic

#1 Tarogato

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 6,558 posts
  • LocationUSA

Posted 01 January 2018 - 05:51 PM

--> Spreadsheet and charts


Thanks to Smurfy for providing his API. I was able to use a Python script to convert the XML data to CSV and display it all pretty-like with formatting and stuffs. Surprised nobody's already done this. The linked sheet shows chassis averages, but don't miss the other sheet with the variant breakdowns. I've kept everything as clean as possible so updating will be super easy for future patches - don't hesitate to poke me for an update if I ever forget.


These does not take quirks into account as of this time. I'm pretty sure the only mobility quirks that exist are omnipods like the TBR-A left torso, and maybe a Set of 8 here and there. I can't do quirks right now, they are nested and don't export very well, I would have to input them manually one at a time. Plus different people run different builds... I'd have to start manually adding combinations to the list, it would get messy quick.







It seems like the Acceleration, Turn Rate, and Twist Speed are all derived from one common value - you can see this in the colour of the conditional formatting I've applied. You don't really get mechs with good acceleration but bad twist speed for instance. Some exceptions are...

- Assassin has worse turn rate compared to its accel/twist
- HSN-7P has slightly better turn rate compared to its accel/twist
- RGH-1C has better turn rate compared to its accel/twist
- King Crab has better twist speed compared to its accel/turn
- if there are others, they are so menial that I would need to write a formula to detect them

The Deceleration values are also analogous to Acceleration and the other attributes, except multiplied by the inverse of tonnage. So the heavier the mech, the longer it takes to stop.

The torso yaw and pitch angles are all over the place, truly independent.




The Movement Archetype still determines the maximum slope angle that a mech can tranverse. The community, upon finding this out a couple years ago, whined about it because Movement Archetype is actually determined by the mech's size and bounding box. So PGI made a change. Some mechs now have a dedicated stat, "MinClimbAngle" which overrides the default value that comes with an Archetype. Unfortunately, not all mechs have this attribute, so parsing it from the XML presented problems and I had to remove it. I made a separate parse for it and there's a dedicated sheet which lists mechs that have a modified climb angle. Strangely, the WVR-6R is on the list, but no other Wolverines. I wonder if that's intentional...

Edited by Tarogato, 02 January 2018 - 01:57 AM.


#2 Mechrophilia

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 397 posts

Posted 01 January 2018 - 06:53 PM

I like it
Thanks for the nice resource.

#3 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 01 January 2018 - 07:10 PM

Posted Image

#4 Palfatreos

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 398 posts

Posted 01 January 2018 - 07:35 PM

dint know executioner was an agile assualt mech intresting.

#5 N0ni

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 2,357 posts
  • LocationIn a GTR Simulator Cockpit

Posted 01 January 2018 - 07:58 PM

Neat.

#6 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 01 January 2018 - 08:11 PM

View PostPalfatreos, on 01 January 2018 - 07:35 PM, said:

dint know executioner was an agile assualt mech intresting.



It has the agility of 65 tonner. Deathlike already posted about mech agility comparison back in May. https://mwomercs.com...eference-sheet/

#7 Tarogato

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 6,558 posts
  • LocationUSA

Posted 01 January 2018 - 10:59 PM

View PostEl Bandito, on 01 January 2018 - 08:11 PM, said:

It has the agility of 65 tonner. Deathlike already posted about mech agility comparison back in May. https://mwomercs.com...eference-sheet/

Actually, it doesn't.

Chris just informed me that agility is further affected by the tonnage of a mech, and its speed. The values shown in the mechlab (which are also the values I'm showing here) are hence disingenuous, perhaps. I'm not sure he'll disclose any more details, I'll probably have to do some real sleuthing to work out exactly what maths is at work to get to what we actually see in the game.

#8 SmokeGuar

    Member

  • PipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 451 posts

Posted 02 January 2018 - 07:11 AM

Anybody who has seen Assassin move in-game can tell you that those numbers don't tell the whole truth. It just seem to turn on spot, one moment it is traveling north, next south.

#9 Nema Nabojiv

    Member

  • PipPipPipPipPipPipPipPip
  • 1,783 posts
  • LocationUA

Posted 02 January 2018 - 07:15 AM

View PostSmokeGuar, on 02 January 2018 - 07:11 AM, said:

Anybody who has seen Assassin move in-game can tell you that those numbers don't tell the whole truth. It just seem to turn on spot, one moment it is traveling north, next south.

JJ twist trick maybe?

#10 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 02 January 2018 - 07:21 AM

View PostNema Nabojiv, on 02 January 2018 - 07:15 AM, said:

JJ twist trick maybe?

That does the trick, yes. It’s why I always do my scout brawling in a Shadowhawk so I can swivel those Artemis SRMs even faster.

Those tables are what convinced me to dust off my Quickdraws again.

#11 Requiemking

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 2,480 posts
  • LocationStationed at the Iron Dingo's Base on Dumassas

Posted 02 January 2018 - 01:41 PM

I still feel they should cap mech agility at 10 tons variance in either direction. It still boggles my mind that stuff like the Linebacker being more agile than most 35 tonners happened.

#12 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 02 January 2018 - 01:53 PM

View PostRequiemking, on 02 January 2018 - 01:41 PM, said:

I still feel they should cap mech agility at 10 tons variance in either direction. It still boggles my mind that stuff like the Linebacker being more agile than most 35 tonners happened.

I think that 15 or even 20 tons lighter could be justifiable in some extreme cases like the upcoming Black Lanner...but otherwise in general yeah some mechs get way too much benefit here. It's kinda sad when my Crab feels only a little bit more responsive than my uber-meta Hellbringer.

#13 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 02 January 2018 - 02:02 PM

View PostRequiemking, on 02 January 2018 - 01:41 PM, said:

I still feel they should cap mech agility at 10 tons variance in either direction. It still boggles my mind that stuff like the Linebacker being more agile than most 35 tonners happened.

Well being exceptionally nimble is a decent trait that sets some mechs apart from others. The Quickdraw and the Dragon need that to have a chance of being used at all, really.

#14 Bersigil

    Member

  • PipPipPip
  • 63 posts

Posted 02 January 2018 - 02:57 PM

View PostTarogato, on 01 January 2018 - 05:51 PM, said:



These does not take quirks into account as of this time. I'm pretty sure the only mobility quirks that exist are omnipods like the TBR-A left torso, and maybe a Set of 8 here and there. I can't do quirks right now, they are nested and don't export very well, I would have to input them manually one at a time. Plus different people run different builds... I'd have to start manually adding combinations to the list, it would get messy quick.





Thx a lot for all the work you put in to this (and other!) guides.
One addition: The Timber S Right torso also has negative quirks:
Torso Yaw speed -10%
Torso Yaw Angle -5





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users