• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Green Knight

First Lieutenant
28 Badges
Jul 19, 2006
277
0
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Arsenal of Democracy
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • 500k Club
  • Crusader Kings II
I do not understand how speed is implemented in this game:

It looks like +1 walking speed gets turned into either +20 or +25 speed, but starting at 95 for the very slowest mechs.

Correspondingly, sprint is +35 or +40.

Relatedly HBS sprinting speed seems to be something between running and sprinting speed from TT.

How much speed do you need to move 1 dot of clear terrain?

===

A LUMBERING mech, speed 2/3, like the Urbie:

Walk: 95
Sprint: 165

A slow mech, like atlas, is 3/5:

Walk: 95
Sprint: 165

THIS IS THE SAME AS THE SLOWER SPEED!

A speed 4/6 mech (very common in TT) has:

Walk: 120
Sprint: 200

Speed 5/8:

Walk: 140
Sprint: 240

Speed 6/9:

Walk: 165
Sprint: 275

Speed 7/11:

Walk: 190
Sprint: 315

A very fast mech, 8/12, like the spider is implemented as:

Walk: 210
Sprint: 350
 

ThatGuyMontag

Colonel
16 Badges
Feb 23, 2018
1.104
7
  • Pillars of Eternity
  • Stellaris
  • Tyranny: Archon Edition
  • BATTLETECH
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
Looking at the numbers it's 25m for each hex of speed with a modifier: Spider +10, Jenner/Firestarter/Shadowhawk +15, Centurion and slower +20

After that, sprinting appears to be double base hex walking speed, with a modifier that is positive on low speeds, negative on high speeds: Spider is -50, Jenner -35, Firestarter -25, Shadowhawk/Centurion 0, Atlas/Urbie +15.

During development Urbie was given an explicit speed boost so that they could have it in the game and keep it actually usable in a lance.
 

ThatGuyMontag

Colonel
16 Badges
Feb 23, 2018
1.104
7
  • Pillars of Eternity
  • Stellaris
  • Tyranny: Archon Edition
  • BATTLETECH
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
Also, the math on movement is difficult because the terrain is 3D, so dips and rises affect how far the mech can move. The grid underlying the terrain marks hexes is 24m though from what we got told during development.
 

jgf1123

Corporal
70 Badges
May 4, 2016
43
1
  • Victoria 2: A House Divided
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Sword of the Stars
  • Victoria 2
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • BATTLETECH: Heavy Metal
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
I believe 1 hex = 24. If you look at the MoveTable in CombatGameConstants.json, it lists the distance for various numbers of jump jets (ignore the 30; the 60 is 1 jump jet). I took jump jets out of the starting 8/12/8 Spider and mapped how far it could jump, and it matches MoveTable with a 1 hex = 24 unit conversation factor.

The game is approximately 25% scaled up from TT. That is, the 4/6/? mechs have walk 120 units = 5 hexes, so 25% further. (Weapon ranges are also scaled up by 25%.) Faster mechs get a smaller boost while the 3/5/? juggernauts are more like a 30% boost. But the evasion radii have also been set so mechs are more differentiated. In TT, 3/5/? could get a +2 attack modifier by running while even an 8/12/? mech can only get a +4 modifier. Walking, 3/5/? has max 1 evasion while an 8/12/? can get 5 evasion charges.
 

Ark Evensong

Second Lieutenant
42 Badges
Mar 18, 2016
195
83
  • Hearts of Iron IV: Cadet
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Season pass
  • BATTLETECH: Season pass
  • Stellaris: Galaxy Edition
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Pillars of Eternity
Also note that while the underlying grid is indeed 24 'units', (I guess meters?) the pathing_def for ... well, everything, adds another 1.05 multiplier to the 'movement cost'.
So even on ideal flat terrain, each hex costs 25.2 movement. I believe any terrain modifiers overwrite this value. (Set it high enough, and you move further through forests than open terrain.)

Setting it below 1.0 has some weird results - 0.1 doesn't get you ten times your normal movement range, for example, so I'm not entirely sure if I'm applying it right. (I also tried 0.0001, and that (very) roughly doubles the range on an Atlas. (And 0.0 makes it glitch out. Divide by zero error, I assume?)

I haven't quite delved into how much turning eats up movement, but it's some. (Might even be the answer to <1.0 values acting weird?)

Jump Jets get to ignore the 1.05 multiplier, and don't do corners, but are still susceptible to some irregularities of the 3D terrain.
(Also, that 8th Jump Jet on the Spider only adds +15 instead of 30. Still almost a full 'ring' of hexes to jump to, tho'.)
 

jgf1123

Corporal
70 Badges
May 4, 2016
43
1
  • Victoria 2: A House Divided
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Sword of the Stars
  • Victoria 2
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • BATTLETECH: Heavy Metal
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
Thanks, I missed the 1.05 multiplier. I was wondering if a 140/240 mech could get 3 evasion (there is a hex ~133.7 away, which is just over the 130 threshold for 3 evasion), and I think this explains why they can't get there.

I forgot to mention that the ToHitMovingTargetDistances table, which says how many evasion charges a mech gets from movement, also corroborates the 1 hex = 24 units conversion. I checked this by training a mechwarrior without Evasive Movement to 10 Piloting and seeing how much evasion she got jumping around flat ground (a lake).
 

Max_Killjoy

General
May 1, 2018
2.357
0
I wonder if dropping that multiplier to a straight 1.00 might help Evasion a little bit.
 

jgf1123

Corporal
70 Badges
May 4, 2016
43
1
  • Victoria 2: A House Divided
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Sword of the Stars
  • Victoria 2
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • BATTLETECH: Heavy Metal
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
I wonder if dropping that multiplier to a straight 1.00 might help Evasion a little bit.
What do you want to do with evasion? The constants HBS has right now has all of the 4/6/? and 5/8/? chassis (almost half of them) have maximum 2 evasion charges from walking. 3/5/? juggernauts can only get 1 evasion, while faster mechs in the striker/scout roles can get more. This decision seems deliberate.

That said, I wouldn't mind some differentiation between the 4/6/? and 5/8/? mechs since there are a lot of them. Note ToHitMovingTargetDistances lists the thresholds for evasion, and ToHitMovingPipUMs gives the corresponding To Hit malus. I wouldn't mind inserting a "2.5 evasion" with a -5 To Hit that the 5/8/? mechs can reach but 4/6/? can't.
 

me987654

General
87 Badges
May 12, 2009
1.773
6
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Rome Gold
  • Iron Cross
  • Hearts of Iron III
  • For The Glory
  • Pride of Nations
  • Stellaris - Path to Destruction bundle
  • Age of Wonders: Planetfall Deluxe edition
  • BATTLETECH: Heavy Metal
  • Stellaris: Necroids
  • Teleglitch: Die More Edition
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris: Lithoids
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Shadowrun: Dragonfall
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars
  • BATTLETECH
  • Crusader Kings II: Holy Fury
  • BATTLETECH: Season pass
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • March of the Eagles
What do you want to do with evasion? The constants HBS has right now has all of the 4/6/? and 5/8/? chassis (almost half of them) have maximum 2 evasion charges from walking. 3/5/? juggernauts can only get 1 evasion, while faster mechs in the striker/scout roles can get more. This decision seems deliberate.

That said, I wouldn't mind some differentiation between the 4/6/? and 5/8/? mechs since there are a lot of them. Note ToHitMovingTargetDistances lists the thresholds for evasion, and ToHitMovingPipUMs gives the corresponding To Hit malus. I wouldn't mind inserting a "2.5 evasion" with a -5 To Hit that the 5/8/? mechs can reach but 4/6/? can't.

You don't need to do that... you can mod combat constants to change the breakpoints.

If you go with with something like
20,70,100,125,150,180

Then your 120 movement mechs can get 3 pips and your 140 movement mechs can get 4 pips

Note that this makes is so ANY movement at all gives one pip