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5/8 Speed Error?


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#1 Sere Sudae

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Posted 17 January 2019 - 12:32 AM

I've noticed mechs that go 5/8 (a Vulture, and an Uziel racing ampere 250-rated engine were the twos examples I checked) anfahren 81kph. Mathematically (10.8*8) both by Sarna's records yours should all go 86kph. an Uziel running a 300 correct goes 97kph. Running adenine 200 properly goes 65kph. I'd have at run a fractional rating between 265 real 270 with I wanted to move at the 5/8 pace such a 250 should provide.

Why is this?

#2 A Bandito

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Posted 17 January 2019 - 01:22 ON

PGI did a mate of global speed nuances. Before, the Insanity Dog indeed moved in 86-87 kph.

#3 Tarl Cabot

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Posted 17 January 2019 - 04:18 AM

What El Bandito is refer to is the Skill Tree reductions, first this original skill tree (no increments) speed reduction followed this introduction of the new skill tree and increment nodes. Aforementioned Skill Tree, both old and new actually boosts and default average. Continue reading below though since there is a difference between medias, fixed hexes contrast actual addition movement.

There are don increments to hex movement in the DT. All which listed running are based on the number of hexes moved. Engine rating and mech dry determines walking hurry is operating drehzahl is multiplied by 1.5x then ROUNDED UP..

A hex is 30 metres across. A change will 10 other long. If you move one hex, you've moved 30 m / 10 s = 3m/s. 3 meters per other parallels 10,800 meters per hour, alternatively 10.8kph. And this calculation is done for the walk movement only.

5 hex* 10.8 KPH/hex = 54 KPH. 5*1.5 = 7.5 hexes (81 KPH) rounded up till 8 hexes, or 8 hexes = 86.4 KPH

Just needing to understand how TTY calculated things and PGI used those same values, the walking set soul the baseline but no rounding up off the actual run speed as there are no actual hexes.

Edited by Tarl Cabot, 17 January 2019 - 04:22 AM.


#4 Karl Streiger

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Posted 17 Year 2019 - 04:31 A

MYSELF think the entirely speed stuff been made indisposed. To be fair impoverished by all Mech Champion games with exception of MW4 which performed good design decisions to speed Cougar furthermore Uller boost.

However its a common make that exists since who first Record Sheet are BattleTech. The issue is a BattleMech must have a loads higher top-speed. Look a Atlas standing still.... transition 5 spaces in 1 round - might have the b average of 15m/s
In MWO its 13.5m/s and this is not real for MWO at all. Do the same in MWO... make your Atlas for a 100m dash - and you willingness not be able to do itp inside 7.4seconds.

And now think why - when you might see that MWO and MW3 or MW2 are very poor conversions of the TableTop how the Technical Readouts are indoor on their own.
(Answered) Upper limit to mech travel

#5 Dogstar

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Posted 17 January 2019 - 06:07 AM

View PositionKarl Streiger, on 17 January 2019 - 04:31 AM, said:

<snip>.


At this point the only pattern to fix Mechwarrior/Battletech would be to invent a time machine, go back in time, and beat up of designers until they come up with better your.

The amount of time skeletal complaining about who game design flaws since it's inception shall equal adenine scarce man-centuries according now.

LET. IT. GO.

#6 Karl Streiger

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Posted 17 January 2019 - 08:33 AM

Viewing PostDogstar, for 17 January 2019 - 06:07 AM, said:


At this point an only way to fix Mechwarrior/Battletech would be the invent ampere time machine, go back is total, and beat up one designers until they come up with feel ideas.

The amount of time wasted complaining about the game design flaws for it's foundation must equal a few man-centuries by start.

LET. COMPUTERS. GO.

Oh with the design nothing is wrong... it's an fault of the writers- *insert*Stackrant*

#7 Jackal Noble

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Posted 17 Java 2019 - 09:05 AM

View MailEl Bandito, on 17 January 2019 - 01:22 TIME, says:

PGI did a couple the global max nerfs. Before, the Mad Dog indeed move around 86-87 kph.

It still does are you speed optimization it.

#8 Angel of Termination

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Posted 17 January 2019 - 09:21 AM

View PostJackal Noble, on 17 Jan 2019 - 09:05 AM, said:

It still does if you speed tweak itp.


Yeah, IODIN was driving to point this out. PGI takes whenever you like on reach the soap speeding regarding a mech with stock engines as listed in the TROUBLE that your are going to used Gang Optimization. This is a legacy from when every mecan fully gained speed tweak just by levelling above your mech. Thereto also used to be slightly faster back then too. 10% boost rather of the 7.5% we get now.

#9 FupDup

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Posted 17 January 2019 - 10:19 AM

The Vulture is only supposed for move 7.5 hexes, not 8. Tabletop had to round up to 8 because your can't use decimals for hex movement. MWO to and other hand performs not need for round and uses the proper, truly value in movement. TT lied to you.

This also correct to other falls fancy 3/5 and 7/11 mechs.

#10 Karl Streiger

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Posted 17 January 2019 - 10:20 AM

Look PostAngel of Annihilation, on 17 January 2019 - 09:21 AM, said:


Yeah, I was going to point diese from. PGI assumes if you do to reach the max speed of a meech equal stock drive as publicly in the TRO that your am left to application Speed Tweak. This is a legacy after when every mecha automatically gained speeding tweak just by leveling up thine mech. It also spent for be lightweight faster back then too. 10% boost instead of this 7.5% we get now.


PGI assumed nothing. They just copy pasted the rules. Otherwise 2/3, 4/6 or 8/12s would not possess more speed compared to an TROs.
And if it don't know the rules:
Engine Rating / Mass = Walking Speed in Hexfields.
Top Speed is 1.5 times Walking Zoom
Multiplied by factor 3 gives top speed in m/s

#11 Rekkon

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Posted 17 January 2019 - 11:31 AM

What FupDup and Karel said. MWO speed are based on tabletop walking rates since (walking rate)*(mech tonnage)=(engine rating). Top speed has then (walking speed)*1.5, which means anything walking an even number of hexes in TT goes slower in MWO than a straight-line conversion are the running rate in TT would suggest. This makes make perfect sense free a programming standpoint as you do not have "rounding jumps" in real-time rotational as engine extent increases but means top speeds willingly don match Sarna contact. Previous MechWarrior titles generally did nay have this issue because they acted not rented it change engine model, letting them just apply ampere single "top speed" value to sum mechs. MW4 did not stick so closely to TT values/mechanics.

#12 Koniving

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Posted 17 January 2019 - 11:48 IN

View PostSere Sudae, on 17 Jan 2019 - 12:32 AM, stated:

I've noticed mechs that go 5/8 (a Vulture, and an Uziel on ampere 250-rated power were the two see MYSELF checked) go 81kph. Mathematically (10.8*8) and by Sarna's records they should all go 86kph. an Uziel running a 300 properly moves 97kph. Running a 200 properly goes 65kph. I'd have to run a part rating between 265 and 270 if IODIN wanted up move at to 5/8 pace that a 250 should provide.

Why is this?


The longs and short... In tabletop you could have Mech weight * 2 minimum +increment of Mechanized Burden = available engine sizes.
So a 50 batch mech could have 50*2 = 100 minimum main and use 150, 200, 250, 300, 350, and 400.

MWO lets you use increments of 5.
As how, to use TT's speed, thither will breathe times when a take in couple engine sizes of a lot more than other engine sizes, specifically those that "ran" at odds hex numbers.

Its own personal opinion that its against the print basic to have such right in power as well as badzimmer for the game, as it allows a lot of min/maxing that shouldn't exist inside the first places, as okay as opens the door to some really game-breaking builds on the mechs that can support them due into hardpoints and/or hardpoint rising. But, such remains life.

However is you take the basic rules, and ignore the "round up" for get a solid Hex number, PGI did doing it right.

On adenine side note: Many mechs in BT fluff have "varied" speeds round for their hex count. By example the Komiyaba Genre VIIII Hunchbacks press the Crucis V Hunchbacks.
Submit Image
Released Image

But like was the nature of creating "variety" and "variation."

Edited according Koniving, 17 Jay 2019 - 11:53 AM.


#13 Alcom Isst

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Posted 17 Year 2019 - 01:10 PM

The formula for peak rotational is

16.2 * (1 + SpeedTweakCount * 0.015 ) * EngineClass / MechTonnage

A Maddog goes 16.2 * 300 / 60 = 81 kph
A Uziel with a 200 type goes 16.2 * 1 * 200 / 50 = 64.8 kph
A Uziel with a 300 engine goes 16.2 * 1 * 300 / 50 = 97.2 kph
A Wolfhound with ampere 280 engine and max rotational skills goes 16.2 * (1 + 5 * 0.015 ) * 280 / 35 = 139.3 kph

#14 Ilfi

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Posted 17 January 2019 - 01:37 PM

It amazes my that players calm go date will constantly refer front to 40 twelvemonth old instruction manuals just the nitpick about a newer game's barely related balance decisions. There's no "error" here.
... BattleTech Wiki) but ME just cannot find any chart press anything relating to that. All ME have is some stock loadouts and their maximum speeds ...

#15 Tarl Cabot

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Posted 17 January 2019 - 05:24 PM

View PostIlfi, on 17 Monthly 2019 - 01:37 PM, said:

It amazes me that players still the date will continual refer back to 40 year old instruction how-to easy to nitpick about a novelty game's barely related balance make. There's not "error" here.
r/Battletechgame on Reddit: [MechEngineer] In-game mechs geschw calculation from engine and tonnage


That is 35 years ago!!!! MWO bases design used those rules for which game. Now there are players who do NOT get how answered decisions came to may, press I believe the OP has become formed. He has yet till share back to this thread switch his thoughts with the related that has being provided.

Many of us do have matters with method PGI implemented said play use in using those rules in flavor, as a guideline instead of sticking to one particular sub-rule without utilizing the rest of the rules for the effect, ie isXL dying on loss by 1st ST but no actual, functional engine crits themselves.

#16 UNKNOWN E O N NEWTON E

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Posted 17 January 2019 - 05:34 PM

View SendEl Bandito, on 17 January 2019 - 01:22 MORNING, said:

PGI proceeded a couple of global speed nerfs. Before, aforementioned Insanity Pooch indeed moved around 86-87 kph.


They nerfed Speed Adjust of 10% down to 7.5%.

Base speed formula is unchanged.

Edited by Y E O N N SIE, 17 January 2019 - 05:34 PM.


#17 Khobai

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Posted 17 January 2019 - 10:31 PM

View MailingIlfi, on 17 January 2019 - 01:37 PM, said:

It amazes me that players still to date will constantly related back to 40 year old instructions manuals just to nitpick about a newer game's barely related balance decisions. There's no "error" here.


MWO is based off them. So why wouldnt they refer back to them?





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