Proposed Speed Limit (Think Flea)
#1
Posted 13 February 2013 - 12:46 PM
Maximum speed for any 'Mech set at (200kph-tonnage).
Flea + MASC = Theoretical maximum of 180kph.
Thoughts?
#2
Posted 13 February 2013 - 12:49 PM
As far as speed limits go I think people just need to get better at calibrating laser hits until the netcode is totally fixed.
Edited by BladeSplint, 13 February 2013 - 12:50 PM.
#3
Posted 13 February 2013 - 12:51 PM
I mean, come on, the Dasher goes 160 something stock.
#4
Posted 13 February 2013 - 01:05 PM
MASC is something they can't add until the netcode can handle such speeds.
#5
Posted 13 February 2013 - 01:11 PM
Redshift2k5, on 13 February 2013 - 01:05 PM, said:
MASC is something they can't add until the netcode can handle such speeds.
Oh, agreed entirely. I just feel that this is an issue that should be a priorty, and needs to be handled before they add Clan mechs. Otherwise, Clan lights are IS lights with better heat sinks.
#6
Posted 13 February 2013 - 01:44 PM
151 base speed * 1.33 from MASC = 201
#7
Posted 13 February 2013 - 02:05 PM
Redshift2k5, on 13 February 2013 - 01:05 PM, said:
MASC is something they can't add until the netcode can handle such speeds.
While it CAN reach 152, it shouldn't be allowed to. This is one of those things that has really plagued this game since release. All of these mechs are going above and beyond stock speed (ie, TT speeds) because of the tonnage *8.5 engine cap. On maps that are as small as they are, you all of a sudden neuter any level of differentiation or design intent of a lot of mechs because the speed isn't necessary when you start engagments within 30s of the start of a match.
Cicadas were designed for 118kph in TT but they go 152.
Ravens were designed to go 94kph in TT but they go 152.
Hunchbacks were designed to 64kph in TT but can go up to 90ish.
Catapults were supposed to go 64kph in TT but can up to near 80.
You can't balance the game until mechs are balanced around their intent. Operating outside of their intent just makes weapon systems that much out of control.
#8
Posted 13 February 2013 - 02:10 PM
The "netcode" problems increase exponentially with the speed and 130 khp should be the upper limit and not 180 or 200.
To ask for speeds like this is to ask for having an improved lagshield...
Edited by Thorqemada, 13 February 2013 - 02:11 PM.
#9
Posted 13 February 2013 - 02:12 PM
#10
Posted 13 February 2013 - 02:15 PM
#11
Posted 13 February 2013 - 02:18 PM
Trauglodyte, on 13 February 2013 - 02:05 PM, said:
While it CAN reach 152, it shouldn't be allowed to. This is one of those things that has really plagued this game since release. All of these mechs are going above and beyond stock speed (ie, TT speeds) because of the tonnage *8.5 engine cap. On maps that are as small as they are, you all of a sudden neuter any level of differentiation or design intent of a lot of mechs because the speed isn't necessary when you start engagments within 30s of the start of a match.
Cicadas were designed for 118kph in TT but they go 152.
Ravens were designed to go 94kph in TT but they go 152.
Hunchbacks were designed to 64kph in TT but can go up to 90ish.
Catapults were supposed to go 64kph in TT but can up to near 80.
You can't balance the game until mechs are balanced around their intent. Operating outside of their intent just makes weapon systems that much out of control.
Those are all stock variants. I'm sure in TT (which this game is NOT, FYI) you could do whatever we're doing here. It would be way less viable sure but possible under mech building rules? I've never played so I can't say so myself but they seem possible
#12
Posted 13 February 2013 - 02:24 PM
It's basically an upgraded Jenner Chassi with Star League technology.
Hermes Base speed: 151,2 KPH the SDLF Royal Variant had Masc so about 200KPH
Mercury Base speed:129.6 KPH (172 KPH with activated Masc)
I don't want to search more, but there are several contemporary TT Mechs with a Top speed of 200 KPH.
Edited by Elkarlo, 13 February 2013 - 02:37 PM.
#13
Posted 13 February 2013 - 02:31 PM
Trauglodyte, on 13 February 2013 - 02:05 PM, said:
While it CAN reach 152, it shouldn't be allowed to. This is one of those things that has really plagued this game since release. All of these mechs are going above and beyond stock speed (ie, TT speeds) because of the tonnage *8.5 engine cap. On maps that are as small as they are, you all of a sudden neuter any level of differentiation or design intent of a lot of mechs because the speed isn't necessary when you start engagments within 30s of the start of a match.
Cicadas were designed for 118kph in TT but they go 152.
Ravens were designed to go 94kph in TT but they go 152.
Hunchbacks were designed to 64kph in TT but can go up to 90ish.
Catapults were supposed to go 64kph in TT but can up to near 80.
You can't balance the game until mechs are balanced around their intent. Operating outside of their intent just makes weapon systems that much out of control.
Hi.
This isn't TT.
#14
Posted 13 February 2013 - 02:32 PM
Elkarlo, on 13 February 2013 - 02:24 PM, said:
It's basically an upgraded Jenner Chassi with Star League technology.
Hermes Base speed: 151,2 KPH the SDLF Royal Variant had Masc so abour 200KPH
I don't want to search more, but there are several even contemporary Mechs with a Top speed of 200 KPH.
I'm not debating anything that you said. Though, the Hermes is a god awful looking mech and Garth, or whomever, would have a horrible time trying to make that badboy into something sweet to drive. WOW!
What I am saying is that EVERY mech can go fast right now. And it defeats the purpose of having mechs designed around high levels of speed. Look at the Raven. In TT, it is designed to go 94kph but that, as everyone knows, is simply a design issue with having run and walk speeds needing to be limited by the distance of a single hex. But, even with that limitation, the 3L is still able of going 150. That is a +60% increase based on what? And it is especially damning when you consider that it has Streaks+ECM, an admitted imbalance of sorts, while the 2X and 4X go significantly slower.
Basically, when everyone go run as fast as Usaine Bolt, why bother having races?
#15
Posted 13 February 2013 - 02:33 PM
#16
Posted 13 February 2013 - 02:48 PM
One of the most crazy ideas is that you can move a fusion engine from one mech to another easily, but even crazier you can mount any engine into almost any mech. I've taken full advantage of this and from I've seen on the battlefield, so have many others, but a more conservative approach to engine size usage could help and create a greater diversity of builds due to the engine limitations that do not currently exist.
-S
#17
Posted 13 February 2013 - 02:50 PM
Splinters, on 13 February 2013 - 02:48 PM, said:
One of the most crazy ideas is that you can move a fusion engine from one mech to another easily, but even crazier you can mount any engine into almost any mech. I've taken full advantage of this and from I've seen on the battlefield, so have many others, but a more conservative approach to engine size usage could help and create a greater diversity of builds due to the engine limitations that do not currently exist.
-S
Yes! Let's make the game less fun.
-Post
#18
Posted 13 February 2013 - 02:52 PM
This is Mechwarrior - a walking Tank game and not Roadrunner meets Coyote slapstick.
#19
Posted 13 February 2013 - 03:02 PM
#20
Posted 13 February 2013 - 03:05 PM
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