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Patch Notes - 1.4.241.0 - 18-May-2021


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#201 justcallme A S H

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Posted 19 May 2021 - 05:04 AM

View PostC337Skymaster, on 19 May 2021 - 05:00 AM, said:


Honestly, if that's the end-goal, then we should just revert Engine Desync and be done with it. Everyone agrees that was a terrible idea, anyway. Just be sure to restore torso yaw at or above 85 degrees on all 'mechs. 60 degree torso yaw prevents 'mechs from getting into close-range brawls and forces them into a stand-back-and-snipe role.


Engine Desync was fine.

The baseline values were not. This is where the issue had always been.

#202 Bolo Atari

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Posted 19 May 2021 - 05:40 AM

I've read some hate on the new map and I'm curious: did anyone go to testing grounds to review the map before playing on it? You know, like scouting the terrain before using it?

Isn't that what Sun-Tzu taught us?

#203 C337Skymaster

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Posted 19 May 2021 - 05:43 AM

View PostBolo Atari, on 19 May 2021 - 05:40 AM, said:

I've read some hate on the new map and I'm curious: did anyone go to testing grounds to review the map before playing on it? You know, like scouting the terrain before using it?

Isn't that what Sun-Tzu taught us?


I know personally, and I'd be willing to bet, publicly: the answer to that question is "no". :)

#204 AnAnachronismAlive

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Posted 19 May 2021 - 06:58 AM

View PostBolo Atari, on 19 May 2021 - 05:40 AM, said:

I've read some hate on the new map and I'm curious: did anyone go to testing grounds to review the map before playing on it? You know, like scouting the terrain before using it?

Isn't that what Sun-Tzu taught us?


Learning by dropping (heavy) ... do it the Steiner-Scout-Lance way!
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#205 Far Reach

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Posted 19 May 2021 - 07:04 AM

After logging a few rounds in my IIC's I think the Hunchback buffs are awesome. The Jenner is tanky AF when you fill out the armor skills now too(CT almost too strong - 60 points!). I also avoided time in the Timberwolf, I figure I can test it whenever, 75% pop running heavies makes for a long wait time for a match.

#206 Ling Huang

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Posted 19 May 2021 - 07:16 AM

View PostBolo Atari, on 19 May 2021 - 05:40 AM, said:

I've read some hate on the new map and I'm curious: did anyone go to testing grounds to review the map before playing on it? You know, like scouting the terrain before using it?

Isn't that what Sun-Tzu taught us?


Jepp i Did before i started Testing it against Players Posted Image

#207 tenchugecko

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Posted 19 May 2021 - 07:46 AM

Matchmaker doesnt pick canyon as choice for 20games.

#208 KursedVixen

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Posted 19 May 2021 - 08:05 AM

View PostC337Skymaster, on 19 May 2021 - 05:00 AM, said:

Honestly, if that's the end-goal, then we should just revert Engine Desync and be done with it. Everyone agrees that was a terrible idea, anyway. Just be sure to restore torso yaw at or above 85 degrees on all 'mechs. 60 degree torso yaw prevents 'mechs from getting into close-range brawls and forces them into a stand-back-and-snipe role.
what is this engine desync?

View Posttenchugecko, on 19 May 2021 - 07:46 AM, said:

Matchmaker doesnt pick canyon as choice for 20games.
good because i've only had victories 2 out of the 10 or so times i've played it so far

Edited by KursedVixen, 19 May 2021 - 08:32 AM.


#209 C337Skymaster

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Posted 19 May 2021 - 08:35 AM

View PostKursedVixen, on 19 May 2021 - 08:05 AM, said:

what is this engine desync?


Wow, has it really been that long? Ouch.

So when the game was new, and all was right with the world, your entire movement profile was based on the ratio between your engine size and your tonnage. If you put in a bigger engine, not only would you have a higher top speed, but you would also torso twist faster, turn faster, and accel/decel faster. This was one of the initial complaints about the Timber Wolf: because it's a 75 ton 'mech with an XL375 engine, it had EXTREMELY good movement stats with plenty of pod space to make it especially deadly (even with the vulnerability of the missile ears). Technically all 'mechs with a base speed of 81 kph have the exact same engine/tonnage ratio, but the TBR caught the most heat for it.

Some time later (longer ago than I thought, now), PGI went through and changed the mobility stats, pegging each weight class to an example they thought was "representative". Some 'mechs benefited, but a lot of 'mechs were heavily penalized.

The Urbanmech, for example, with its stock 60 engine, would actually take a minute or two to accelerate to 32.4 kph, and would take forever just to do a donut, so it's movement profile (and that of every 30 tonner) was pegged to that of the Arctic Cheetah.

At the other end of the spectrum, 100 tonners could pack a bigger engine to get more twist and turn speed which was seen as "OP", so their movement profile was pegged to the Dire Wolf, the least mobile at the time. I'm guessing this all must have been prior to the release of the Annihilator, which starts to explain how much time has gone by.

One of the items changed during this mass mobility nerf was the behavior of MASC. Previously, MASC acceleration was something like a 200% boost (functionally instantaneous), but it didn't last very long. Effectively, MASC was beneficial for peeking and poking because you could break cover for a much shorter period of time, and almost immediately go from full-forward to full-reverse and be covered again. Engine Desync dropped MASC acceleration from its nearly 200% to something like 75% boost. You'll get there, eventually... I'm not sure if they extended the duration at all, but they might have, a little bit, to try and keep the overall "extra distance traveled" about the same. Pre-Engine Desync, a lot of 'mechs could spin and dance, and throw off damage like it wasn't even there, particularly if they had MASC. Post-Engine Desync, a lot of previously mobile 'mechs (especially at the heavy end) became slow and ponderous, and unable to get out of their own way, and MASC started to only really provide a speed boost, rather than a general mobility boost (it still did, somewhat, because they took the rest of it away in March and gave it back in April, but not nearly like it used to be).

The Executioner suffered the most at the hands of the MASC nerf and engine desync, since its gigantic size was specifically to balance against its mobility, and its size was not reduced when it lost said mobility. Since it's not getting its mobility back, per the Cauldron's spreadsheet, I'm hoping they're aiming for it to get a massive size-reduction to bring it more in-line with other 95 ton 'mechs. Currently it's about the size of an Annihilator.

EDIT: the tonnage/engine rating ratio is a TableTop rule.

On Table Top, 'mechs have "movement points" which are used to move and turn. To determine movement points for walking speed, you divide the engine rating by 'mech tonnage (so a Timberwolf's 375 engine, divided by 75, gives you 5 movement points). Running is walking times 1.5, with fractions rounded up to the next whole number (PGI undid that rounding, which is why a TBR moves 86.4 KPH on TT, and 81.0 KPH in MWO). The map is divided into Hexes, which are 30 meters across. Each turn takes 10 seconds (apparently that part varies depending on the rule set). So 8 hexes times 30 meters in 10 seconds gives you a Timberwolf's maximum running speed.

To turn, each hex-side is one movement point (sides of a hex are 60 degrees apart from each other. Six sides on a hex, times 60 = 360, full circle). TT assumes a 'mech can twist its torso from one side to the other in the 10 seconds (shoots one way last turn, shoots another way the next turn, or even shoots two different ways in the same turn). So torso twist speed isn't clearly defined, but it's quick. Acceleration and Deceleration, likewise, aren't clearly defined, but a 'mech is supposed to resemble a human running, so the acceleration should "feel" right in that example. It should also be sufficient for the 'mech to reach its top speed and cross the allowed number of hexes in its 10 second turn (this is where the TT rules and real-world physics start to clash a bit, because TT doesn't account for your speed changing between turns, or even if you were at a dead stop next turn. Your movement points are your movement points and you can "spend" as many as you want in a turn, from zero to all).

Edited by C337Skymaster, 19 May 2021 - 08:46 AM.


#210 KursedVixen

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Posted 19 May 2021 - 09:15 AM

View PostC337Skymaster, on 19 May 2021 - 08:35 AM, said:


Wow, has it really been that long? Ouch.

So when the game was new, and all was right with the world, your entire movement profile was based on the ratio between your engine size and your tonnage. If you put in a bigger engine, not only would you have a higher top speed, but you would also torso twist faster, turn faster, and accel/decel faster. This was one of the initial complaints about the Timber Wolf: because it's a 75 ton 'mech with an XL375 engine, it had EXTREMELY good movement stats with plenty of pod space to make it especially deadly (even with the vulnerability of the missile ears). Technically all 'mechs with a base speed of 81 kph have the exact same engine/tonnage ratio, but the TBR caught the most heat for it.

Some time later (longer ago than I thought, now), PGI went through and changed the mobility stats, pegging each weight class to an example they thought was "representative". Some 'mechs benefited, but a lot of 'mechs were heavily penalized.

The Urbanmech, for example, with its stock 60 engine, would actually take a minute or two to accelerate to 32.4 kph, and would take forever just to do a donut, so it's movement profile (and that of every 30 tonner) was pegged to that of the Arctic Cheetah.

At the other end of the spectrum, 100 tonners could pack a bigger engine to get more twist and turn speed which was seen as "OP", so their movement profile was pegged to the Dire Wolf, the least mobile at the time. I'm guessing this all must have been prior to the release of the Annihilator, which starts to explain how much time has gone by.

One of the items changed during this mass mobility nerf was the behavior of MASC. Previously, MASC acceleration was something like a 200% boost (functionally instantaneous), but it didn't last very long. Effectively, MASC was beneficial for peeking and poking because you could break cover for a much shorter period of time, and almost immediately go from full-forward to full-reverse and be covered again. Engine Desync dropped MASC acceleration from its nearly 200% to something like 75% boost. You'll get there, eventually... I'm not sure if they extended the duration at all, but they might have, a little bit, to try and keep the overall "extra distance traveled" about the same. Pre-Engine Desync, a lot of 'mechs could spin and dance, and throw off damage like it wasn't even there, particularly if they had MASC. Post-Engine Desync, a lot of previously mobile 'mechs (especially at the heavy end) became slow and ponderous, and unable to get out of their own way, and MASC started to only really provide a speed boost, rather than a general mobility boost (it still did, somewhat, because they took the rest of it away in March and gave it back in April, but not nearly like it used to be).

The Executioner suffered the most at the hands of the MASC nerf and engine desync, since its gigantic size was specifically to balance against its mobility, and its size was not reduced when it lost said mobility. Since it's not getting its mobility back, per the Cauldron's spreadsheet, I'm hoping they're aiming for it to get a massive size-reduction to bring it more in-line with other 95 ton 'mechs. Currently it's about the size of an Annihilator.

EDIT: the tonnage/engine rating ratio is a TableTop rule.

On Table Top, 'mechs have "movement points" which are used to move and turn. To determine movement points for walking speed, you divide the engine rating by 'mech tonnage (so a Timberwolf's 375 engine, divided by 75, gives you 5 movement points). Running is walking times 1.5, with fractions rounded up to the next whole number (PGI undid that rounding, which is why a TBR moves 86.4 KPH on TT, and 81.0 KPH in MWO). The map is divided into Hexes, which are 30 meters across. Each turn takes 10 seconds (apparently that part varies depending on the rule set). So 8 hexes times 30 meters in 10 seconds gives you a Timberwolf's maximum running speed.

To turn, each hex-side is one movement point (sides of a hex are 60 degrees apart from each other. Six sides on a hex, times 60 = 360, full circle). TT assumes a 'mech can twist its torso from one side to the other in the 10 seconds (shoots one way last turn, shoots another way the next turn, or even shoots two different ways in the same turn). So torso twist speed isn't clearly defined, but it's quick. Acceleration and Deceleration, likewise, aren't clearly defined, but a 'mech is supposed to resemble a human running, so the acceleration should "feel" right in that example. It should also be sufficient for the 'mech to reach its top speed and cross the allowed number of hexes in its 10 second turn (this is where the TT rules and real-world physics start to clash a bit, because TT doesn't account for your speed changing between turns, or even if you were at a dead stop next turn. Your movement points are your movement points and you can "spend" as many as you want in a turn, from zero to all).
That was a long time ago, so what i'm seeing here, People whined about the timberwolf so now everyone suffers? Even though the timberwolf is one of the best mechs in existance for it's balance of speed armor and firepower. Seems like a common occurance in this game for people to whin about clan mechs even getting ACTUAL BALANCE!!!

Edited by KursedVixen, 19 May 2021 - 09:18 AM.


#211 C337Skymaster

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Posted 19 May 2021 - 09:28 AM

View PostKursedVixen, on 19 May 2021 - 09:15 AM, said:

That was a long time ago, so what i'm seeing here, People whined about the timberwolf so now everyone suffers? Even though the timberwolf is one of the best mechs in existance for it's balance of speed armor and firepower. Seems like a common occurance in this game for people to whin about clan mechs even getting ACTUAL BALANCE!!!


Not just the Timber Wolf, but that was one of the main examples. Most of the complaints were about Clan 'mechs, though. (Kodiak was another one that got hit super hard by Engine Desync. I can't remember if there were any actual complaints about Atlases, but I know they stopped being seen in a brawl configuration after Engine Desync, so while I never used them in their meta configuration, it seems like they got hit pretty hard, too).

Edited by C337Skymaster, 19 May 2021 - 09:30 AM.


#212 KursedVixen

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Posted 19 May 2021 - 09:40 AM

View PostC337Skymaster, on 19 May 2021 - 09:28 AM, said:


Not just the Timber Wolf, but that was one of the main examples. Most of the complaints were about Clan 'mechs, though. (Kodiak was another one that got hit super hard by Engine Desync. I can't remember if there were any actual complaints about Atlases, but I know they stopped being seen in a brawl configuration after Engine Desync, so while I never used them in their meta configuration, it seems like they got hit pretty hard, too).
The biggest thing I remember is the Dire getting slower.... probably took a good hit to it's mobility as well.. defintly seemed less mobile after what i think was the desync. So yeah like I thought typical Clan can't have nice things, because something... so that's why clan never gets good stuff... first it was our lasers now it's our ATMs..... and then clan streaks were made almost obsolete.

Edited by KursedVixen, 19 May 2021 - 09:42 AM.


#213 C337Skymaster

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Posted 19 May 2021 - 09:44 AM

View PostKursedVixen, on 19 May 2021 - 09:40 AM, said:

The biggest thing I remember is the Dire getting slower.... probably took a good hit to it's mobility as well.. defintly seemed less mobile after what i think was the desync. So yeah like I thought typical Clan can't have nice things, because something... so that's why clan never gets good stuff... first it was our lasers now it's our ATMs..... and then clan streaks were made almost obsolete.


So technically the DWF didn't actually change during Engine Desync, because it was set as the baseline to which all other 100 tonners were pegged. It's possible that they slowed it down afterwards, but I don't specifically remember that happening...

#214 KursedVixen

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Posted 19 May 2021 - 09:51 AM

View PostC337Skymaster, on 19 May 2021 - 09:44 AM, said:

So technically the DWF didn't actually change during Engine Desync, because it was set as the baseline to which all other 100 tonners were pegged. It's possible that they slowed it down afterwards, but I don't specifically remember that happening...
I remember it's speed being at least 2 kph faster

#215 C337Skymaster

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Posted 19 May 2021 - 10:14 AM

View PostKursedVixen, on 19 May 2021 - 09:51 AM, said:

I remember it's speed being at least 2 kph faster


So its Tabletop speed is 54.0 KPH, but it's MWO speed is 48.6 kph (5.4 kph slower). This, again, is that rounding issue I was talking about. DWF (and Atlas) TT movement speed is 3 points to walk. Multiply that by 1.5, and you get 4.5 movement points. Well, you can't move a half-hex or turn a half-hexside on TT, so they round it up to the next whole number. Do all the fancy math and you get 54 kph. When PGI made MWO, they undid that rounding adjustment, so a DWF actually IS "running" 4.5 movement points per 10 second "turn", which maths out to 48.6 kph.

That 5.4 kph figure is 15m in 10 seconds (I did the math in Excel awhile ago and figured it out the long convoluted way). Every 'mech whose engine is an odd multiple of their tonnage is going to be 5.4 kph slower in MWO than they were on TT, while every 'mech whose engine is an even multiple of their tonnage will go the exact same speed. (50 tons with a 200 engine is a 4x multiple. 4x1.5=6. Walk 4, run 6, no rounding. So those 'mechs all go 64.8 kph on TT and in MWO).

It's possible, if you started playing BEFORE I did (I finally got a capable computer in 2015), that PGI started the game without that fix, or that speed tweak originally added a flat 5.4 kph to 'mech speed, or something (which I kinda wish it did, now, because I only use Speed Tweak to approximate the TT speed of those "rounded" 'mechs), and when they changed something so everything would be consistent, even with engines that don't divide cleanly by the tonnage, you noticed the drop from 54 kph to the DWF's new Speed Tweaked max speed of about 52.

I find it hard to believe you'd have started before me and not know about Engine Desync, though, unless you took a LOOONG break from the game... (Never mind: checked your profile, and you've got me beat by about 3 years :) ).

Edited by C337Skymaster, 19 May 2021 - 10:18 AM.


#216 KursedVixen

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Posted 19 May 2021 - 10:22 AM

View PostC337Skymaster, on 19 May 2021 - 10:14 AM, said:


So its Tabletop speed is 54.0 KPH, but it's MWO speed is 48.6 kph (5.4 kph slower). This, again, is that rounding issue I was talking about. DWF (and Atlas) TT movement speed is 3 points to walk. Multiply that by 1.5, and you get 4.5 movement points. Well, you can't move a half-hex or turn a half-hexside on TT, so they round it up to the next whole number. Do all the fancy math and you get 54 kph. When PGI made MWO, they undid that rounding adjustment, so a DWF actually IS "running" 4.5 movement points per 10 second "turn", which maths out to 48.6 kph.

That 5.4 kph figure is 15m in 10 seconds (I did the math in Excel awhile ago and figured it out the long convoluted way). Every 'mech whose engine is an odd multiple of their tonnage is going to be 5.4 kph slower in MWO than they were on TT, while every 'mech whose engine is an even multiple of their tonnage will go the exact same speed. (50 tons with a 200 engine is a 4x multiple. 4x1.5=6. Walk 4, run 6, no rounding. So those 'mechs all go 64.8 kph on TT and in MWO).

It's possible, if you started playing BEFORE I did (I finally got a capable computer in 2015), that PGI started the game without that fix, or that speed tweak originally added a flat 5.4 kph to 'mech speed, or something (which I kinda wish it did, now, because I only use Speed Tweak to approximate the TT speed of those "rounded" 'mechs), and when they changed something so everything would be consistent, even with engines that don't divide cleanly by the tonnage, you noticed the drop from 54 kph to the DWF's new Speed Tweaked max speed of about 52.

I find it hard to believe you'd have started before me and not know about Engine Desync, though, unless you took a LOOONG break from the game... (Never mind: checked your profile, and you've got me beat by about 3 years Posted Image ).
I started playing just as the founders pack was selling, i bought the first clan pack.... well the game has been going for a long time it's hard for me to remember everything that doesn't stick into my mind among the biggest *Sings ride of the Valkyries using only the words "Nerf the Clans" * I also did take a very long break...

Edited by KursedVixen, 19 May 2021 - 10:48 AM.


#217 w0qj

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Posted 19 May 2021 - 10:55 AM

Welcome back to MWO!

Same situation as you basically...
~Returned Summer 2020
~Founder left MWO right after the US$500 Gold Clan Wave I (voted with my wallet)

Still leveling up my Founders mechs !!
Having a blast :)


View PostKursedVixen, on 19 May 2021 - 10:22 AM, said:

I started playing just as the founders pack was selling, i bought the first clan pack.... well the game has been going for a long time it's hard for me to remember everything that doesn't stick into my mind among the biggest *Sings ride of the Valkyries using only the words "Nerf the Clans" * I also did take a very long break...


#218 KursedVixen

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Posted 19 May 2021 - 11:04 AM

View Postw0qj, on 19 May 2021 - 10:55 AM, said:

Welcome back to MWO!

Same situation as you basically...
~Returned Summer 2020
~Founder left MWO right after the US$500 Gold Clan Wave I (voted with my wallet)

Still leveling up my Founders mechs !!
Having a blast Posted Image
i never bought or even wanted the gold mechs... waste of money not to mention a great way to stand out in a crowd... I have not seen a gold mech since their release i went for the normal mechs.. so much for that purchase now those gold mechs are sitting in someone's warehouse gathering dust....as for my normal clan mechs i tend to run every one when i feel like it even my old dire wolves. Sadly though the timberwolf was too expensive for me at the time, so yeah... wish i could have just gotten the timber wolves, al la carte didn't exist then, by the time it did i had bought all the timbers for c-bills.

I was about to leave again for a long time but the last two patches have been generally good, i still don't like how they made CSSRMs obsolete now and nerfed ATms... I was just begining to try ATms out...

Edited by KursedVixen, 19 May 2021 - 11:19 AM.


#219 KursedVixen

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Posted 19 May 2021 - 11:54 AM

View PostC337Skymaster, on 19 May 2021 - 10:14 AM, said:


So its Tabletop speed is 54.0 KPH, but it's MWO speed is 48.6 kph (5.4 kph slower). This, again, is that rounding issue I was talking about. DWF (and Atlas) TT movement speed is 3 points to walk. Multiply that by 1.5, and you get 4.5 movement points. Well, you can't move a half-hex or turn a half-hexside on TT, so they round it up to the next whole number. Do all the fancy math and you get 54 kph. When PGI made MWO, they undid that rounding adjustment, so a DWF actually IS "running" 4.5 movement points per 10 second "turn", which maths out to 48.6 kph.

That 5.4 kph figure is 15m in 10 seconds (I did the math in Excel awhile ago and figured it out the long convoluted way). Every 'mech whose engine is an odd multiple of their tonnage is going to be 5.4 kph slower in MWO than they were on TT, while every 'mech whose engine is an even multiple of their tonnage will go the exact same speed. (50 tons with a 200 engine is a 4x multiple. 4x1.5=6. Walk 4, run 6, no rounding. So those 'mechs all go 64.8 kph on TT and in MWO).

It's possible, if you started playing BEFORE I did (I finally got a capable computer in 2015), that PGI started the game without that fix, or that speed tweak originally added a flat 5.4 kph to 'mech speed, or something (which I kinda wish it did, now, because I only use Speed Tweak to approximate the TT speed of those "rounded" 'mechs), and when they changed something so everything would be consistent, even with engines that don't divide cleanly by the tonnage, you noticed the drop from 54 kph to the DWF's new Speed Tweaked max speed of about 52.

I find it hard to believe you'd have started before me and not know about Engine Desync, though, unless you took a LOOONG break from the game... (Never mind: checked your profile, and you've got me beat by about 3 years Posted Image ).
I dunno why speak tweak even exist if we just stuck to TT speeds we'd be fine especially for Omnimechs who can't change their engine.

#220 C337Skymaster

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Posted 19 May 2021 - 11:58 AM

TT speeds don't scale linearly, due to the rounding issue I mentioned, and speed tweak applies to all 'mechs, not just the ones who had their speeds un-rounded.





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