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Going under max tonnage for additional speed


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#21 De La Fresniere

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Posted 30 October 2012 - 11:55 AM

View PostZyllos, on 30 October 2012 - 11:43 AM, said:

The point of engine limitations, which is tonnage x 8.4 (to the maximum 400) and base engine x 1.5 for lights, base x 1.4 for mediums, base x 1.3 for heavies, and base x 1.2 for assaults

The tonnage x 8.4 was put in to limit the maximum absolute speed so the netcode doesn't completely break down. While I agree that this is a terrible workaround of the issue (a bug becoming a feature? never a good idea), they decided to implement this feature so they could move on with the beta. I just hope PGI does not forget that this needs to be fixed in the future.

The base engine x #.# is one of the ways to make each chassis/variant unique. In TT, all 50t mechs are exactly alike. Also, if BV and tonnage limits are not implemented, what is the point of taking lights instead of fast mediums? Once BV and/or tonnage limits are introduced into the game (most likely or hopefully along with Community Warfare), then we will begin to start to see the differences between having a slow scout with EW Raven vs. the ultra fast striker of the Cicada. Until then, remember what is in store for the future.


Woah, very informative...

#22 Shane W

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Posted 30 October 2012 - 11:58 AM

IF you think about modern cars it is very much the same. there are small compacts that are speed freaks but a VW Bug will never fit a V10 out of a Viper. Then you have very heavy cars that are geared different and can out run the speedy small cars because of power.
Why did my 1996 V8 Lincoln mark VI get 30MPG on the highway but a new Fusion v6 Sport tops out at 27 but is lighter and smaller??
So I have no issues with some wierdness to the thought or numbers because real life has these same issues ;)

#23 Frosted

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Posted 30 October 2012 - 12:01 PM

Maybe not additional speed. Maybe more acceleration...

#24 De La Fresniere

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Posted 30 October 2012 - 12:05 PM

View PostThontor, on 30 October 2012 - 11:53 AM, said:

Variety is the spice of life, and of mechwarrior.


I agree. That's why it'd have been nice to see a fast Centurion once in a while. But you see one and you *know* it can't reach 100 km/h. It has a built-in speed limit.

Just like all other Centurions.

Now that last sentence just screams variety, doesn't it?

All right, I'm leaving for real now. I got 1,500,000 C-bills to farm if I wanna be able to switch to double heat sinks. Damn upgrade costs more than the actual chassis...

#25 Tickdoff Tank

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Posted 30 October 2012 - 12:29 PM

View PostFrosted, on 30 October 2012 - 12:01 PM, said:

Maybe not additional speed. Maybe more acceleration...


Bryan Ekman has spoken of plans to have "quirks" on each mech (possibly for each variant). The YLW is the first of these with an increased torso twist speed (might have another quirk). I would not be suprised if some mechs variants are able to accelerate, or turn more quickly. Once it is fully implemented.

#26 Peg Leg Pete

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Posted 30 October 2012 - 02:41 PM

View PostZyllos, on 30 October 2012 - 11:43 AM, said:

(a bug becoming a feature? never a good idea)


The original space invaders speedup mechanic came from drawing less stuff was faster on the hardware. so careful with your absolutes there. /nitpick

The engine speed limits help to avoid each mech just being a list of hardpoints at weight limits. you can see small things like the torso range limits between the Jenner, Cicada, and Cat. There is engine variety within the variants of each mech as well. They have also said there is additional little differences coming between variants in the future™.

Plus I hate fast mechs.

#27 Frosted

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Posted 30 October 2012 - 02:49 PM

(a bug becoming a feature? never a good idea)


Err, I can name two examples. Skiing in tribes was originaly a bug and jump strafing in quake





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