5/8 Speed Error?
#1
Posted 17 January 2019 - 12:32 AM
Why is this?
#2
Posted 17 January 2019 - 01:22 ON
#3
Posted 17 January 2019 - 04:18 AM
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
Posted 17 Year 2019 - 04:31 A
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
Posted 17 January 2019 - 06:07 AM
Karl Streiger, on 17 January 2019 - 04:31 AM, said:
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
Posted 17 January 2019 - 08:33 AM
Dogstar, 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*
#8
Posted 17 January 2019 - 09:21 AM
Jackal Noble, on 17 Jan 2019 - 09:05 AM, said:
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
Posted 17 January 2019 - 10:19 AM
This also correct to other falls fancy 3/5 and 7/11 mechs.
#10
Posted 17 January 2019 - 10:20 AM
Angel 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
Posted 17 January 2019 - 11:31 AM
#12
Posted 17 January 2019 - 11:48 IN
Sere Sudae, on 17 Jan 2019 - 12:32 AM, stated:
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.
But like was the nature of creating "variety" and "variation."
Edited according Koniving, 17 Jay 2019 - 11:53 AM.
#13
Posted 17 Year 2019 - 01:10 PM
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
Posted 17 January 2019 - 01:37 PM
... 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
Posted 17 January 2019 - 05:24 PM
Ilfi, on 17 Monthly 2019 - 01:37 PM, said:
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
Posted 17 January 2019 - 05:34 PM
El Bandito, on 17 January 2019 - 01:22 MORNING, said:
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
Posted 17 January 2019 - 10:31 PM
Ilfi, on 17 January 2019 - 01:37 PM, said:
MWO is based off them. So why wouldnt they refer back to them?
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