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What is the highest speed possible?
What do the solid and border colors mean in the damage info?What is the Atlas's head?How do I prevent jamming?Is the win/loss credit bonus awarded to all players?
What is the maximum speed in MechWarrior Online? I know the light mechs easily go beyond 120 kph.
mechwarrior-online
add a comment |
What is the maximum speed in MechWarrior Online? I know the light mechs easily go beyond 120 kph.
mechwarrior-online
Used to be that nothing could move faster than 150 - they'd set a cap due to networking issues. But I haven't played in months, so that may have changed.
– Flyto
Jan 16 '15 at 9:29
add a comment |
What is the maximum speed in MechWarrior Online? I know the light mechs easily go beyond 120 kph.
mechwarrior-online
What is the maximum speed in MechWarrior Online? I know the light mechs easily go beyond 120 kph.
mechwarrior-online
mechwarrior-online
edited Jan 16 '15 at 2:02
Vanguard66
asked Jan 11 '15 at 18:21
Vanguard66Vanguard66
6503727
6503727
Used to be that nothing could move faster than 150 - they'd set a cap due to networking issues. But I haven't played in months, so that may have changed.
– Flyto
Jan 16 '15 at 9:29
add a comment |
Used to be that nothing could move faster than 150 - they'd set a cap due to networking issues. But I haven't played in months, so that may have changed.
– Flyto
Jan 16 '15 at 9:29
Used to be that nothing could move faster than 150 - they'd set a cap due to networking issues. But I haven't played in months, so that may have changed.
– Flyto
Jan 16 '15 at 9:29
Used to be that nothing could move faster than 150 - they'd set a cap due to networking issues. But I haven't played in months, so that may have changed.
– Flyto
Jan 16 '15 at 9:29
add a comment |
3 Answers
3
active
oldest
votes
Gauging by the Pirate's Bane Locust, which is the fastest 'Mech in the game that I know of at 163 kph tweaked, it's going to be about 163 kph. The Pirate's Bane uses the largest engine available (given tonnage restrictions) on the lightest chassis possible. It simply does not currently get faster than that. The 'MechLab will not let you equip an engine with a rating higher than 190 on a Locust, which the Pirate's Bane already has.
However, if you want to see what should be possible according to the rules...
According to tabletop rules (which MWO strives to adapt closely), if I remove all weapons from the Locust chassis, the biggest engine I can fit is a 260 XL engine, which is 13.5 tons. To calculate our speed in tabletop terms (hexes per turn), divide the rating by our tonnage. 260/20 is 13 Walk MP. At a run, we can do 20 MP, since run speed is equal to walk speed times 1.5. I can already tell this is insanely fast (like, faster than most VTOLs in BattleTech), but let's convert it to real-world units for clarity. I've seen a few different ways to convert hexes travelled to km/h, but the one I prefer to use is simply 12.5 * MP. So, our maximum speed possible on a 20-ton chassis (with 4 tons of armor still remaining) is... 250 kph. Now that's fast. The other conversion method is 16.2 * rating / tonnage, which results in 210 kph -- less fast, but still faster than any 'Mech I've ever heard of.
add a comment |
I love how everyone forgets THE fastest mech for a long time. The Deaths Knell (the hero of the commando chassis) with an XL 240 engine and speed tweak will run the fastest possible at 171.3. With this you can have max armor, 4 MLas or SPLas and good heat
add a comment |
With MASC, I get my Flea 20 up to 177. The MASC also helps with dodging and climbing walls like those found in Canyon Network. (Old subject, but I thought I'd leave my 2 cents)
New contributor
add a comment |
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3 Answers
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active
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3 Answers
3
active
oldest
votes
active
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active
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votes
Gauging by the Pirate's Bane Locust, which is the fastest 'Mech in the game that I know of at 163 kph tweaked, it's going to be about 163 kph. The Pirate's Bane uses the largest engine available (given tonnage restrictions) on the lightest chassis possible. It simply does not currently get faster than that. The 'MechLab will not let you equip an engine with a rating higher than 190 on a Locust, which the Pirate's Bane already has.
However, if you want to see what should be possible according to the rules...
According to tabletop rules (which MWO strives to adapt closely), if I remove all weapons from the Locust chassis, the biggest engine I can fit is a 260 XL engine, which is 13.5 tons. To calculate our speed in tabletop terms (hexes per turn), divide the rating by our tonnage. 260/20 is 13 Walk MP. At a run, we can do 20 MP, since run speed is equal to walk speed times 1.5. I can already tell this is insanely fast (like, faster than most VTOLs in BattleTech), but let's convert it to real-world units for clarity. I've seen a few different ways to convert hexes travelled to km/h, but the one I prefer to use is simply 12.5 * MP. So, our maximum speed possible on a 20-ton chassis (with 4 tons of armor still remaining) is... 250 kph. Now that's fast. The other conversion method is 16.2 * rating / tonnage, which results in 210 kph -- less fast, but still faster than any 'Mech I've ever heard of.
add a comment |
Gauging by the Pirate's Bane Locust, which is the fastest 'Mech in the game that I know of at 163 kph tweaked, it's going to be about 163 kph. The Pirate's Bane uses the largest engine available (given tonnage restrictions) on the lightest chassis possible. It simply does not currently get faster than that. The 'MechLab will not let you equip an engine with a rating higher than 190 on a Locust, which the Pirate's Bane already has.
However, if you want to see what should be possible according to the rules...
According to tabletop rules (which MWO strives to adapt closely), if I remove all weapons from the Locust chassis, the biggest engine I can fit is a 260 XL engine, which is 13.5 tons. To calculate our speed in tabletop terms (hexes per turn), divide the rating by our tonnage. 260/20 is 13 Walk MP. At a run, we can do 20 MP, since run speed is equal to walk speed times 1.5. I can already tell this is insanely fast (like, faster than most VTOLs in BattleTech), but let's convert it to real-world units for clarity. I've seen a few different ways to convert hexes travelled to km/h, but the one I prefer to use is simply 12.5 * MP. So, our maximum speed possible on a 20-ton chassis (with 4 tons of armor still remaining) is... 250 kph. Now that's fast. The other conversion method is 16.2 * rating / tonnage, which results in 210 kph -- less fast, but still faster than any 'Mech I've ever heard of.
add a comment |
Gauging by the Pirate's Bane Locust, which is the fastest 'Mech in the game that I know of at 163 kph tweaked, it's going to be about 163 kph. The Pirate's Bane uses the largest engine available (given tonnage restrictions) on the lightest chassis possible. It simply does not currently get faster than that. The 'MechLab will not let you equip an engine with a rating higher than 190 on a Locust, which the Pirate's Bane already has.
However, if you want to see what should be possible according to the rules...
According to tabletop rules (which MWO strives to adapt closely), if I remove all weapons from the Locust chassis, the biggest engine I can fit is a 260 XL engine, which is 13.5 tons. To calculate our speed in tabletop terms (hexes per turn), divide the rating by our tonnage. 260/20 is 13 Walk MP. At a run, we can do 20 MP, since run speed is equal to walk speed times 1.5. I can already tell this is insanely fast (like, faster than most VTOLs in BattleTech), but let's convert it to real-world units for clarity. I've seen a few different ways to convert hexes travelled to km/h, but the one I prefer to use is simply 12.5 * MP. So, our maximum speed possible on a 20-ton chassis (with 4 tons of armor still remaining) is... 250 kph. Now that's fast. The other conversion method is 16.2 * rating / tonnage, which results in 210 kph -- less fast, but still faster than any 'Mech I've ever heard of.
Gauging by the Pirate's Bane Locust, which is the fastest 'Mech in the game that I know of at 163 kph tweaked, it's going to be about 163 kph. The Pirate's Bane uses the largest engine available (given tonnage restrictions) on the lightest chassis possible. It simply does not currently get faster than that. The 'MechLab will not let you equip an engine with a rating higher than 190 on a Locust, which the Pirate's Bane already has.
However, if you want to see what should be possible according to the rules...
According to tabletop rules (which MWO strives to adapt closely), if I remove all weapons from the Locust chassis, the biggest engine I can fit is a 260 XL engine, which is 13.5 tons. To calculate our speed in tabletop terms (hexes per turn), divide the rating by our tonnage. 260/20 is 13 Walk MP. At a run, we can do 20 MP, since run speed is equal to walk speed times 1.5. I can already tell this is insanely fast (like, faster than most VTOLs in BattleTech), but let's convert it to real-world units for clarity. I've seen a few different ways to convert hexes travelled to km/h, but the one I prefer to use is simply 12.5 * MP. So, our maximum speed possible on a 20-ton chassis (with 4 tons of armor still remaining) is... 250 kph. Now that's fast. The other conversion method is 16.2 * rating / tonnage, which results in 210 kph -- less fast, but still faster than any 'Mech I've ever heard of.
edited Jan 22 '15 at 21:13
answered Jan 22 '15 at 21:06
Lucas LeblancLucas Leblanc
1,9621819
1,9621819
add a comment |
add a comment |
I love how everyone forgets THE fastest mech for a long time. The Deaths Knell (the hero of the commando chassis) with an XL 240 engine and speed tweak will run the fastest possible at 171.3. With this you can have max armor, 4 MLas or SPLas and good heat
add a comment |
I love how everyone forgets THE fastest mech for a long time. The Deaths Knell (the hero of the commando chassis) with an XL 240 engine and speed tweak will run the fastest possible at 171.3. With this you can have max armor, 4 MLas or SPLas and good heat
add a comment |
I love how everyone forgets THE fastest mech for a long time. The Deaths Knell (the hero of the commando chassis) with an XL 240 engine and speed tweak will run the fastest possible at 171.3. With this you can have max armor, 4 MLas or SPLas and good heat
I love how everyone forgets THE fastest mech for a long time. The Deaths Knell (the hero of the commando chassis) with an XL 240 engine and speed tweak will run the fastest possible at 171.3. With this you can have max armor, 4 MLas or SPLas and good heat
answered Oct 4 '15 at 17:41
WhhodatWhhodat
111
111
add a comment |
add a comment |
With MASC, I get my Flea 20 up to 177. The MASC also helps with dodging and climbing walls like those found in Canyon Network. (Old subject, but I thought I'd leave my 2 cents)
New contributor
add a comment |
With MASC, I get my Flea 20 up to 177. The MASC also helps with dodging and climbing walls like those found in Canyon Network. (Old subject, but I thought I'd leave my 2 cents)
New contributor
add a comment |
With MASC, I get my Flea 20 up to 177. The MASC also helps with dodging and climbing walls like those found in Canyon Network. (Old subject, but I thought I'd leave my 2 cents)
New contributor
With MASC, I get my Flea 20 up to 177. The MASC also helps with dodging and climbing walls like those found in Canyon Network. (Old subject, but I thought I'd leave my 2 cents)
New contributor
New contributor
answered 8 mins ago
user229315user229315
1
1
New contributor
New contributor
add a comment |
add a comment |
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Used to be that nothing could move faster than 150 - they'd set a cap due to networking issues. But I haven't played in months, so that may have changed.
– Flyto
Jan 16 '15 at 9:29