CYAN ELK VERSION:
The engine cap system, and the marriage of torso/arm sweeping to speed, should be tweaked or changed. This will help to mitigate or remove the need (if not the tendency) to up-engine, and preserve distinctions among 'Mechs.
And now it begins.
Much is made 'round here of ECM and whatnot, and I do have thoughts about EW and the double-blind game; but for now, I'd like to focus on engines, and some of the effects that engine caps and other speed-based mechanics have on the game.
1. Engine caps and light 'Mechs!
More than most classes, light 'Mechs have a wide variance in stock engine ratios, ranging from the 2 of the UrbanMech and 4 of the Panther to the Jenner's 7 and Spider's 8, and even higher (Fire Moth anyone?)
This variety, paired creates a host of usage doctrines, ranging from barely weaponed but ridiculously mobile recons, to fast but heat inefficient strikers that need to hit and fade to avoid overheating, to slightly slower but versatile sorts, to "baby mediums" that trade the light's mobility for the medium's better firepower.
The engine cap completely destroys this relationship by pulling all light 'Mechs within 3.05kph (speed tweaked) of each other.
-Stock engine rating to weight ratios (or "walk MP" in TT terms):
8: Spider, Cicada
7: Jenner
6: RVN-3L, Flea, Commando
5: Other Ravens
-Capped ratios:
8.6: Commando, by 25*8.5 rounded up to 215.
8.57: Jenner, by 35*8.5 rounded up to 300.
8.5: Spider, Cicada, Flea, all by straight *8.5 (and the Flea also by 120*1.4 rounded up!)
8.43: RVN-3L, by 210*1.4 rounded up to 295.
7: Other Ravens, by 175*1.4=245.
3kph, for reference, means this: if a Commando and an ECM Raven start within kissing range, and run straight in the same direction, it will take about three and a half minutes for the Commando to run out of the Raven's ECM bubble - the amount of time it would take any 3kph (1m in 1.2s) object to move 180m. At the COM's actual top speed of 153.252 kph, this would involve a travel distance of about 9 kilometers.
This reduces the comparison among the lights to a simple matter of loadout options - and further highlights the dominance of ECM/SSRM, since the COM-2D cannot be outrun by anything, and the RVN-3L cannot be outrun in a reasonable time or space frame --- nor fought without a higher skill cap (between the speed armour and the lag shield.) Which leads to the second problem... in the next post.
Edited by Sandslice, 09 January 2013 - 12:58 PM.













