MechWarrior 5: Mercenaries
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Oraeon1224

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  1. AncientRaig
    AncientRaig
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    Any chance you could also fix the speed of 5/8 and 3/5 mechs? PGI nerfed their speed because they "did the math, trust us guys". 3/5 assaults should be going 54kph instead of 48.6, and 5/8 mechs should be going 86.4 instead of 81.
    1. Oraeon1224
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      That would change the unit cards and clash with the big mechlab mods.  I think they already fixed that in Merctech 
    2. Elit3Nick
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      It's a bit more than "they did the math", it's what it should be. The TT speeds are a legacy of its TT mechanics. The current MWO/MW5 speeds are consistent across speed brackets, namely 16.2 kph.
    3. AncientRaig
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      While the old calculators for run speed in TT were acquired by taking walk speed times 1.5, rounded up to get a nice full hex number, mech movement speed was still actually consistent across the brackets at 10.8kph per hex. If you multiply 10.8 times each bracket of run speeds, you get numbers consistent with Sarna's numbers. 3 is 32.4, times 5 is 54, times 6 is 64.8, times 8 is 86.4, etc, etc. 16.2kph per hex doesn't do this. If you multiple the mech's run speed by 16.2, you instead get the run speed for the next two movement brackets up. So, for example, if you multiple the Atlas's run speed of 5 by 16.2, instead of getting 54 or 48.6, you get 81 which is the run speed of an MWO Timber Wolf. You only get 48.6 if you multiply it by 3, which is the WALK speed of the Atlas. And the walk speed is not the top speed.
    4. devourerkwi
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      While the old calculators for run speed in TT were acquired by taking walk speed times 1.5, rounded up to get a nice full hex number, mech movement speed was still actually consistent across the brackets at 10.8kph per hex. If you multiply 10.8 times each bracket of run speeds, you get numbers consistent with Sarna's numbers. 3 is 32.4, times 5 is 54, times 6 is 64.8, times 8 is 86.4, etc, etc. 16.2kph per hex doesn't do this. If you multiple the mech's run speed by 16.2, you instead get the run speed for the next two movement brackets up. So, for example, if you multiple the Atlas's run speed of 5 by 16.2, instead of getting 54 or 48.6, you get 81 which is the run speed of an MWO Timber Wolf. You only get 48.6 if you multiply it by 3, which is the WALK speed of the Atlas. And the walk speed is not the top speed.
      @AncientRaig, the issue is still in the rounding.  Tabletop preferences a consistent speed per hex; the video games preference a consistent speed per engine rating.  PGI didn't even pick the 16.2 constant multiplier; it's been consistent in all games that implement a full 'MechLab as far back as MechWarrior 2.  In 1995.  (The main exception is the MechWarrior 4 series, which didn't use a full 'MechLab.)

      The video games all use a speed formula of EngineRating × ConstantMultiplier ÷ MechTonnage = RunningSpeed, where ConstantMultiplier has always had a value of 16.2.  A 100-ton Annihilator with its 200-class engine thus has a speed of 200 × 16.2 ÷ 100 = 32.4 kph.  Comparatively, an Atlas's 300-class engine yields a speed of 300 × 16.2 ÷ 100 = 48.6 kph.

      Tabletop might have a consistent 10.8 kph per hex, but that doesn't yield consistent engine ratings.  A 3/5 Atlas's 300-class engine runs at 54.0 kph, and plugging those values into the speed formula yields a ConstantMultiplier of 18.  But if you plug 18 back into the formula for a 2/3 Annihilator's 200-class engine, it should run at 36.0 kph.  That's not good!  An Annihilator should run at 32.4 kph, not 36.0 kph.  And a Kodiak, with its 400-class engine, would run at 72.0 kph, not 64.8 kph!

      That's why the games have all set ConstantMultiplier to 16.2.  It works perfectly for any 'Mechs that canonically move at a multiple of 16.2 kph, results in relatively minor adjustments to all others, and ensures consistency across all 'Mechs and all engine sizes.  Hexes do not exist in the video games and are not a relevant consideration.
  2. reshyshira
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    Any chance you can do something similar for Jump Jets too?  Those are supposed to have some amount of forward momentum that they currently don't possess.
  3. kaydiechii
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    Does this work with merctech at all? this is a really awesome concept
  4. afrofrosch
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    Hi Oraeon, will you bring this to Epic Mods as well?