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Kit Fox - Why Is It So Huge?

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#1 Navid A1

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Posted 27 May 2015 - 09:18 PM

It is slow (like an urbie)...
but...

why is it so huge?

Posted Image

Posted Image

Edited by Navid A1, 27 May 2015 - 09:23 PM.


#2 FupDup

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Posted 27 May 2015 - 09:19 PM

It's partly because it copy-pastes the Adder's legs. Of course, the Adder itself isn't scaled very well either...

#3 DaZur

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Posted 27 May 2015 - 09:24 PM

Rumor has it ... "Steroids". :ph34r:

#4 Navid A1

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Posted 27 May 2015 - 09:25 PM

View PostDaZur, on 27 May 2015 - 09:24 PM, said:

Rumor has it ... "Steroids". :ph34r:


damn clan steroids

#5 Mcgral18

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Posted 27 May 2015 - 09:25 PM

Because it's a Clam.


We'll see how the next 30 tonner does.

#6 Sigilum Sanctum

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Posted 27 May 2015 - 09:30 PM

Im more or less concerned with the awful animation rig it has.

#7 Mazzyplz

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Posted 27 May 2015 - 09:30 PM

you are also comparing it to two humanoid mechs... that's like comparing the catapult to the quickdraw in width and depth.

the catapult obviously needs twice the room as a quickdraw because the legs aren't even straight, they bend back.
see how in your picture the spider and urbanmech have their legs in such a compact way because they are humanoid, it's like a pair of human legs, 2 sticks

#8 FupDup

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Posted 27 May 2015 - 09:32 PM

View PostMazzyplz, on 27 May 2015 - 09:30 PM, said:

you are also comparing it to two humanoid mechs... that's like comparing the catapult to the quickdraw in width and depth.

the catapult obviously needs twice the room as a quickdraw because the legs aren't even straight, they bend back.
see how in your picture the spider and urbanmech have their legs in such a compact way because they are humanoid, it's like a pair of human legs, 2 sticks

Note that most of the Fox's body is fatter/thicker, especially the torso.

#9 Mazzyplz

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Posted 27 May 2015 - 09:32 PM

on top of that, the spider and urbanmech are 2 lights that have very few hardpoints, so you try and put the biggest weapons you can in there.

the kit fox seems to be one of those mechs with a decent ammount of hardpoints for it's size, so it's going to be bigger...

#10 Navid A1

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Posted 27 May 2015 - 09:40 PM

View PostMazzyplz, on 27 May 2015 - 09:32 PM, said:

on top of that, the spider and urbanmech are 2 lights that have very few hardpoints, so you try and put the biggest weapons you can in there.

the kit fox seems to be one of those mechs with a decent ammount of hardpoints for it's size, so it's going to be bigger...


You think urbie has low number of harpoints?
for real?

you see those tiny tiny boxes attached to that trash can... yeah.. those... i can put a freaking AC20 in there.

#11 FupDup

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Posted 27 May 2015 - 09:43 PM

View PostNavid A1, on 27 May 2015 - 09:40 PM, said:


You think urbie has low number of harpoints?
for real?

you see those tiny tiny boxes attached to that trash can... yeah.. those... i can put a freaking AC20 in there.

I would call 6 "average" for a light.

If a light's size is supposed to be based on hardpoints, wouldn't the Spider 5V be nearly microscopic? After all, it has only 2 hardpoints total. :D Likewise, how is the 4 hardpoint Adder (Flamer hardpoint doesn't count) so much bigger than the 7-8 hardpoint Firestarter?

This pretty much debunks the hardpoint-scaling theory.


If I had to guess, the Fox was sized based on "lore" or fluff rather than a gameplay reason. It's the same reason why mediums are also so big, and certain heavies...

Edited by FupDup, 27 May 2015 - 09:44 PM.


#12 Y E O N N E

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Posted 27 May 2015 - 09:45 PM

One AC/20 is still one hard-point, dude. Be thankful the Urbs doesn't have 6x Energy hardpoints and a 295 engine cap, or we'd have another Firestarter on our hands.

Edit: Ninja'd by FupDup!

Edited by Yeonne Greene, 27 May 2015 - 09:45 PM.


#13 bad arcade kitty

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Posted 27 May 2015 - 10:09 PM

View PostMazzyplz, on 27 May 2015 - 09:32 PM, said:

on top of that, the spider and urbanmech are 2 lights that have very few hardpoints, so you try and put the biggest weapons you can in there.

the kit fox seems to be one of those mechs with a decent ammount of hardpoints for it's size, so it's going to be bigger...


how about you give kit fox spider's speed first

Edited by bad arcade kitty, 27 May 2015 - 10:10 PM.


#14 Navid A1

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Posted 27 May 2015 - 10:15 PM

View PostYeonne Greene, on 27 May 2015 - 09:45 PM, said:

One AC/20 is still one hard-point, dude. Be thankful the Urbs doesn't have 6x Energy hardpoints and a 295 engine cap, or we'd have another Firestarter on our hands.

Edit: Ninja'd by FupDup!


correct.
i worded my response badly. i was trying to say that the mech size has nothing to do with the number of hardpoints or their weapon sizes.

#15 HimseIf

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Posted 27 May 2015 - 10:33 PM

In lore they were smaller IIRC.

#16 bad arcade kitty

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Posted 27 May 2015 - 10:34 PM

they are clan and therefore are made to suffer

#17 Ursh

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Posted 27 May 2015 - 10:36 PM

Because PGI picks random numbers when scaling mechs. So some mechs end up God tier, some end up as something else

#18 MechWarrior849305

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Posted 27 May 2015 - 10:39 PM

Easy - make IS lights the same size as of KitFox. Would solve everything

#19 Khobai

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Posted 27 May 2015 - 10:42 PM

Even more egregious is the fact that mechs are placed in movement archetypes based on their physical size. So like the kitfox is in the small movement archetype instead of the tiny archetype.

So mechs that are scaled poorly not only get zinged with bad hitboxes but also get zinged for movement archetype as well. Thats so wrong for obvious reasons.

Although its the assaults that get hit by that the worst, like the Gargoyle being in the huge movement archetype, even though its supposed to be a fast assault. But as soon as it tries to walk over a small pebble it gets slowed down to 50% speed.

Edited by Khobai, 27 May 2015 - 10:50 PM.


#20 Navid A1

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Posted 27 May 2015 - 10:43 PM

My theory:

Initially when they released clans, every clan weight class was superior to IS. So, PGI decided that clan lights should suck at the highest level... as "balance".

later... clan weapon systems were blanket nerfed with the intent to balance the top clan mechs... unaware of that it also affects clan under-performers.

later on.... the mighty quirks were born. once good clan mechs were "normalized". and the under-performers remained the same.

people cried out... PGI gave whopping 1% 2% 3% quirks to clan lights (some of those mathematically make ZERO change with the current server tick rate)


Can i haz 10 truedubs on my kitfoxes and adders?


/facepalm

Edited by Navid A1, 27 May 2015 - 10:45 PM.






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