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How Agile Are Mechs Supposed To Be?


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#1 simon1812

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Posted 21 August 2024 - 09:06 AM

I'm dont know myself, and I'm pretty sure a lot of people have looked into it, that's why I'm asking. I do know that novels are rather flattering when it comes to that aspect of the mechs, while videogames in general usually downplay it...to a fault.

#2 GreyNovember

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Posted 21 August 2024 - 09:21 AM

Humanoids are theoretically about as *articulated* as they look to be, and not restricted to having their hands next to their hips and walking extremely stiff like they do in game media. They can go prone, then stand back up. But trying any of that in a real time mechwarrior game is more likely to get you killed because the sequence to stand/go prone would take a while.

Jump Jets let you leap 30(?) meters per jet, but that takes place over the course of 10 seconds, and doesn't really clarify how that works in terms of vertical/horizontal traverse, or how the acceleration/decceleration burn happens. Is it a single violent blast? A gradual burn? Do you deccelerate all at once? Is it about half the 10 seconds, and you're constantly blazing?

Then there's stuff like rolling and handstands, which aren't significant.

#3 LordNothing

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Posted 21 August 2024 - 10:18 AM

id assume chicken walkers cant do anything a chicken cant do. supposedly they are supposed to be better on flat ground and humanoids are better on slopes, but i dont think that's reflected in the quirks at all. culdron could probibly hand out either speed quirks or hill climb quirks based on leg type, maybe 5%. that would be interesting.

really wish jjs could vector based on torso pitch. sort of like a heli.

Edited by LordNothing, 21 August 2024 - 10:22 AM.


#4 kalashnikity

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Posted 26 August 2024 - 07:57 AM

View PostLordNothing, on 21 August 2024 - 10:18 AM, said:

id assume chicken walkers cant do anything a chicken cant do. supposedly they are supposed to be better on flat ground and humanoids are better on slopes, but i dont think that's reflected in the quirks at all. culdron could probibly hand out either speed quirks or hill climb quirks based on leg type, maybe 5%. that would be interesting.

really wish jjs could vector based on torso pitch. sort of like a heli.


And Apparently Thrust Vectoring is also LosTech.

That took a bit to get used to, going from MW2, where you could alter your jump trajectory, to MWO where it is straight line only.

Edited by kalashnikity, 26 August 2024 - 07:57 AM.


#5 LordNothing

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Posted 26 August 2024 - 09:37 AM

View Postkalashnikity, on 26 August 2024 - 07:57 AM, said:


And Apparently Thrust Vectoring is also LosTech.

That took a bit to get used to, going from MW2, where you could alter your jump trajectory, to MWO where it is straight line only.


not sure i liked the way mw2 did it with its own discreet controls though. living legeds i think did it better, but perhaps in a way that was hard to configure and use. id just use torso pitch so you could go vertical at level or go forward/backward based on how you pitch your torso. maybe go left or right based on how your legs are rotated in relation to your torso, but that may be too complicated. just having the ability to choose between jumping vertical and crossing distance would an improvement and it would make it easier to mantle some of the vertical climbs on some of the maps. there are already separate skills for forward and vertical motion. and really whats lostech here is some basic trig and vector stuff. basics for a game dev (also in universe how are they machining basic replacement parts without trig).

maybe not here but id like to see that in clans or mwo2. its fairly easy to implement and also fun.

Edited by LordNothing, 26 August 2024 - 09:40 AM.


#6 VeeOt Dragon

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Posted 28 August 2024 - 02:56 AM

in Lore a LOT of it is based on a combination of the Pilot skill, build of the mech (ie, how the joints are arranged) and how good the neurohelm is (both in its tech lvl and how well it is integrating with the human mind). one of the resons so many of the IS mechs (and even a few Clan ones) are humanoid is directly due to the use of the Neuralhelm in assisting with certain aspects of piloting sonething easier to do when the general shape of what the human mind is used to using matches with that of the mech.

something like the Rifleman is pretty much designed to stand and shoot, maneuver to better vantage and repeat (it was never meant to be a front line mech but more an AA platform and long rang support) while something like the Grasshopper was made to be very maneuverable getting in and out of places quickly using its JJ both for verticality and to give a straight line speed boost if needed. hunchbacks were surprisingly manuverabie and though not fast as mediums go the initial models were meant o to get in close and deliver the BOOM TUBE at close range.

as for game terms its all over the place. some mechs feel as maneuverable as they are meant to (minus any kind or complex use of arms or even punching in the case of MWO) while others feel way to clunky. also the scale of many mechs is way off in MWO with nearly all being way larger than their canon size (at least if you compare them to the various vehicles, structures and other map assets)

#7 caravann

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Posted 31 August 2024 - 03:51 AM


In mechwarrior online it is the stop speed that is agility.

Jump jets are nerfed compared to the tabletop.
Once you jumped you stop where you land.

Many medium mechs have jump jets.

But there's a difference between heavy and assault compared to light and medium.

That is heavy and assault are tanky where medium and light are agile.

Assault is superheavy that it's practically has no advantages over a superheavy tank.
At some point a slow moving brick is still going to be concrete stuck where it stand that assault mechs like stalker were used as turrets. This is the joke that Urbanmech so stupid slow that it could as well be an assault.

Quickdraw being agile like a medium mech, is example how 60-65 tons over performance all other heavy mechs.

You can have a 75 ton but here is where you really see brick-types of mech who start to be moving bricks with the only defense is to face-tank and hit the opponent hard enough that they will not be given a second chance.






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