Author Topic: mech speed.  (Read 6749 times)

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Offline Valaska

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Re: mech speed.
« Reply #105 on: April 27, 2009, 11:53:23 PM »
Ok gang, lets make this match interesting. You two are fighting for keeps. Loser has to give their CPU to the winner. Its only fair.

 LOL I'll wager my older CPU ;).

 lol it doesn't always go over well Sword, but I usually do it with very positive results. Never was in 44th mac, sounds familiar though hmm ever been part of W!O? I played NBT too but not much I didn't like it.
"No bird soars too high, if he soars with his own wings" Marriage of Heaven and Hell

Offline 44th MAC Sword

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Re: mech speed.
« Reply #106 on: April 28, 2009, 09:27:12 AM »
Ok gang, lets make this match interesting. You two are fighting for keeps. Loser has to give their CPU to the winner. Its only fair.

 LOL I'll wager my older CPU ;).

 lol it doesn't always go over well Sword, but I usually do it with very positive results. Never was in 44th mac, sounds familiar though hmm ever been part of W!O? I played NBT too but not much I didn't like it.

We only played now and than on an NBT Server. Mostly on Sunder^^ Mostly we played on 1 of oure 2 own Severs

44th MAC is a German Mech Clan which didn't play the game to bad. We had also some English and Dutch players around.

Some famous names, meaby to refresh you memory^^
44th MAC Hawk
44th MAC Murdoc
44th MAC Raywolf
44th MAC FOX
44th MAC Foss

But on topic,

Wait until the Mod is released, I believe that speedquestion has full attention of the Dev's





And as final touch......
God created the Dutch

Offline Belisarius†

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Re: mech speed.
« Reply #107 on: April 28, 2009, 10:31:35 AM »
Let's try again. For everyone else, I'm basically talking about 'Mech 4 now. I still play it occasionally, so sue me. The only relationship this ever had to MWLL was that it was started by a minor comment i made a while ago.


Velaska, I never said that 'in no cases a light mech can take on heavies, assaults etc.' Please actually read my posts before you try arguing. A fast, long range light is extremely difficult to hit even to a good player. Piloted well, using cover, shooting straight and moving smart, a fast light can kill almost anything with enough space to run.

A a slow or brawling light is a different story. If you have had experiences to the contrary, you are playing against sub-par opponents or people on a bad connection.


This is why:

1. To win, you must remain alive for upwards of a minute, firing constantly, while taking next to no hits in return.

2. The heavy can nail you if you are in front of it. If you slip into its forward arc, you take a hit. I'm assuming here that the heavy is a good shot, or this entire discussion is moot.

3. You must stay in its rear arc, which is extremely difficult. Combining the heavy's torso track with its own turn rate, it can swing faster than you can move most of the time, and will get a bead on you if you are in this window. Additionally, In order to change tracking direction, it simply has to turn and twist the other way. You, on the other hand, need to do a u-turn. Everyone here knows this, I'm walking through what has to be done so we see why it's difficult.

4. Any heavy worth his salt will be arm-swinging the entire time, and these shots alone will likely be enough to kill or leg you. It is impossible to stay out of arm-swing arc unless you track much faster than his twist + turn rate, which is pretty much never the case.


I have never seen a light pilot who can keep his opponent from ever, ever getting a red crosshair up close.
Light pilots survive because when their opponents get that crosshair, they miss. An opponent above a certain calibre will not miss, and the light will die.  Because  any 'Mech up close, even a light, is a large target, this skill threshold is low enough that you have a reasonable chance of encountering such a pilot. 

All the above is for a fast light, mind you. For a slow light, your tracking speed is cut in half, and so almost any 'Mech can get a bead on you. You simply cannot circle quickly enough to prevent this.

Also, most 'Mechs under 75 tons can comfortably get a speed approaching or faster than 76kph. A TW going 86 is not "dipping into the slow light's waters," it is happily cruising along at its stock speed and equally happy to obliterate anything it can catch. Once a good heavy is faster than you, with more weapons than you and more armour than you, it's over. Period.

Now, all this said, one of the best pilots I have ever encountered has a pet 'Mech which is a brawling Jenner IIC. He can kill most pilots in heavies easily, but he does this because he is much, much better than them, and will even then only use this 'Mech on terrain where it has a large advantage.
Throwing that out there so it's clear there are exceptions. I just don't believe Velaska's 76kph Raven is one of them.


tldr;
It's almost impossible for any brawling light, let alone one going 76kph, to remain out of a heavy's firing arc for an entire fight. Once it slips into that arc, it gets mauled. If it survives doing so, that was because the heavy pilot was a poor shot, not because the light is innately superior.
« Last Edit: April 28, 2009, 01:29:44 PM by Belisarius† »

Offline =KoS=Zeus

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Re: mech speed.
« Reply #108 on: April 29, 2009, 03:24:26 AM »
The slow, heavy gun carrying lights are going to be budget line holders, not scouts.

When you manage to afford a Warhammer and come over a ridge to encounter two Adders/Pumas, you are going to retreat because despite the fact you weigh the same and cost the same, they have double your firepower and just as much speed and armor.

Remember, this game is balanced around cost, to a point. With enough money swinging to one side I could see an imbalance in equipment (16 assault mechs will kill 16 medium mechs.) But if that happens the battle is already going poorly for one side anyway, so the advantage goes to the team with, well, the advantage.

Of course, I can also see those lovely assaults getting picked off one at a time by coordinated zerg strikes from things like Commandos and Cougars, and then the playing field starts to balance again.