1. It might be a fun discussion, if you don't love mechs nor enjoy discussing them then you should probably stop reading here.
2. There is some common sense involved. For example when we see a cheetah next to a giraffe, we automatically can feel which is more agile. If this expectation is proven wrong, as it often does in MWO, we instinctively feel a wrongness.
3. Would gameplay balance and mech "feel" be improved if physics were considered? Read to the end and decide for yourself
I wanted to keep this discussion simple and testable, so instead of math, we'll use some tests that can be done at the gym and illustrated with stick figures. To do the tests by yourself, take some dumbbells around 30% of your weight total (if you weigh 200lbs, 2x35lb dumbbells, if you're 150lbs, 2x25 lb dumbbells, etc), but be safe, don't overdo it, and don't hit anyone around you.
The dumbbells will represent either the center of mass for the weapons equipped (high or low) on a mech for humanoid shaped mechs or the head and rear for long marauder shaped mechs.
Mech Pitch Angle
For A, B, C don't push your rear back to counter balance. Try to control effort, working harder just for one move defeats the purpose of the test.
A: To represent low slung mechs like the Atlas, Cataphract, Highlander put weights at waist and lean forward. Use a mirror if needed. You'll find your balance to be excellent and it is easy to pitch forward 90 degrees or more
B: To represent shoulder mounted mechs like the Blood Asp, Corsair, Battlemaster, put weights over the shoulders by your head and lean forward, you'll find that your balance to be precarious and your pitch greatly limited.
C: To represent chest weapon mechs like the Warhammer, Victor, Cyclops, hold weights at chest height, it feels about halfway between A and B
D: To represent a long mech like a Marauder (IIC), Mad Cat II, Raven, hold with arms fully extended. Move arms up and down without tilting torso to represent the pitch. This rest is common sense, as by having a counter-balance, balance is not really affected by pitch angle with the only limit being physical obstruction.
E: There is no E depicted, which is half way between D and C to represent squat mechs like the Timberwolf, Direwolf, Champion, but pitch should still be good due to low center of gravity and some counter-balancing.
D>A=E>C>B
How it compares to MWO today:
Mechs with low slung weapons are usually not rewarded with better pitch range. For example, the Atlas and Firestarter have some of the worst pitch ranges in game. Mechs with high mounted weapons are usually not punished with less pitch range. For example, the Blood Asp and Corsair and Blackjack. (Notably, the KDK-3 is the only one with the right pitch penalty) Squat and long counter-balanced mechs are also not rewarded with better pitch, for example the Marauder, II, IIC. The Nightstar seems to be one mech that is long and have improved pitch. If for technical reasons pitch is limited to 15-35 degrees, then it could be distributed among mechs in a way that makes more sense.
Mech Pitch Speed
Using the same diagrams.
For A, B, C above, having a better pitch range due to lower center of gravity also carries over to pitch speed. It's fast to bow with A and delicate and slow with B. Pitch down is faster than pitch up since down is gravity assisted.
For D, E there is no gravity assistance due to the counter-balance, so pitch up and down is the same speed. Also, by having mass further away from the center, it takes a little more leverage to pitch compared to humanoid mechs.
A=E>C=D>B
How it compares to MWO today:
Pitch speed seems to be rolled into one with torso yaw speed, see below.
Mech Yaw Angle
There isn't the same physical balance considerations as pitch here, so PGI is free to assign anything they see fit. Though, for a declared walking tank game, I am against mechs that twist less than 90 degrees for obvious reasons.
Mech Yaw Speed
Try to control effort, working harder just for one move defeats the purpose of the test.
For A, B, C twist left and right, and the first thing you notice is that the speed is about the same. This makes sense as the axis of rotation is vertical and the center of mass stays close to the axis of rotation even as it moves up or down.
For D, and implied E (squat mechs), the mass is further away from the axis of rotation and therefore it takes a lot more leverage to twist, making the torso twist movement slower.
A=B=C>E>D
How it compares to MWO today:
Yaw speed and pitch speed being the same is a problem, since the order from best to worst is VERY DIFFERENT. Looking at just Yaw, sometimes the relative benefit is not right, for example the KDK should twist better than the Direwolf, it doesn't. Sometimes, the scale of the difference is not sufficient. Ingame the Atlas twists 15% faster than the Marauder II, but from testing in the gym, maybe 50% to 100% faster would be feel more 'right' and this should be applied to all humanoid versus squat mech (twist 15-30% slower) versus long mech (twist 33-50% slower).
This makes sense not only because of physics in the gym, but also from a mech design perspective. Humanoid mechs are designed to twist to avoid damage, as they shoot from the front but have the slimmest profile from the side to mitigate damage, so they should be turning 90 degrees often. For long mechs, the slimmest profile is already the front, and mitigating damage is done by wiggling the nose, so a full 90 degree turn is rarely needed.
Mech Accel, Decel, Turn
Test both running from a stop, seeing how long it takes to reach a comfortable speed, and running in a circle and seeing how small a circle you can make. Try to control effort, working harder just for one move defeats the purpose of the test.
I think most can guess how this turns out, the higher the center of mass, the slower accel, decel and turn.
A>C>B
D is actually hard to test, since the center of mass representation is different - around our chest - but it is comparable to where the center of mass is in A. Squat mechs (E) also center around the same place as for C.
A=D>C=E>B
The difference between A and B is very significant, with B being half as fast at accelerating and turning as A.
How it compares to MWO today:
Here are some of the mechs with wrong relative accel/decel/turn speed. The Direwolf has a lower center of gravity than the Kodiak yet it is slower. The Blood Asp has a higher center of gravity than the Mad Cat II yet has the same agility. The Mauler and Cyclops have similar centers of gravity yet the Cyclops is almost twice as agile. The grasshopper has a higher center of gravity than the Cataphrat yet is also 50% more agile than it. I will add that for many mechs, the difference is in the right direction, but the scale of the difference is far less than what is experienced in test. (magnitude feels wrong)
So after such a long post, am I asking PGI to implement it? No, we all know PGI isn't updating MWO anymore. I don't even think we should only follow RL physics, just that it is a good starting point and tweaks can follow. Of note is that high weapon mounts have natural penalties due to the high center of mass, something PGI rarely uses to balance mechs. There is also the difference between humanoid and plane shaped mechs that don't really get fleshed out ingame.
I do hope for some of these comparisons, you felt "Oh! That's why that mech feels off" and that is the case with many mechs in MWO and the point of this thread.
Thanks for reading.
Edited by Nightbird, 23 January 2020 - 05:30 PM.