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Hand Actuators, Why?


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#21 TVMA Doc

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Posted 01 June 2015 - 02:40 PM

For those still debating whether the hand actuators do anything, a poster above linked to a developer statement that says that they do. I can't specifically state that the information is true and that the coding is unbugged, but here's the official statement-which definitely beats a bunch of our forum opinions:
  • Lower Arm and Hand Actuators are forced off if an Autocannon (including Ultra and LBX types), Gauss Rifle, or PPC is equipped to that arm.
  • Current arm angle rules:
    • 0 lower arm actuators = 0 degrees yaw
    • 1 lower arm actuator = 10 degrees yaw (currently true on all Mechs, individual values may possibly change in the future)
    • 2 lower arm actuators = different for each Mech
It is strangely silent about hand actuators, so they may still have no function.?

Edited by TVMA Doc, 01 June 2015 - 02:41 PM.


#22 InspectorG

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Posted 01 June 2015 - 02:51 PM

View PostFreebirthToad18999, on 29 May 2015 - 06:18 AM, said:

Do hand actuators actually do anything other than add an aesthetic component to a mech? By relation, should I get rid of them on clan mechs in exchange for an extra crit slot?


Only way to unlock those retro 1980's looking low budget robot hands for the Stormcrow.

#23 oldradagast

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Posted 01 June 2015 - 03:02 PM

If melee is never happening, here are some ideas:

1) Give mechs with hand actuators some minor bonus to balance (reducing cockpit shake) or climbing. Yes, yes - the game lacks the animations needed to have Atlas's climbing mountains like King Kong, but you get where I'm going with this.

2) If knock-downs ever return (unlikely), mechs with hands should get up faster. Again, it just makes sense, even if the tabletop game doesn't use such rules.

3) Slightly increase salvage bonuses. Because you have hands that you can use to carry the stuff away with after the fight.

Right now, they waste space... not even sure if they count as crit padding. I guess they do offer a slightly larger arm hitbox, for what that's worth, but only on Clan mechs, so that's still pretty awful.

Edited by oldradagast, 01 June 2015 - 03:04 PM.


#24 Tapdancing Kerensky

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Posted 20 June 2015 - 06:08 AM

We need mechs that have hand actuators to have an idle animation where they scratch their robot butts.

#25 oldradagast

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Posted 25 June 2015 - 06:10 PM

View PostDancingShade, on 20 June 2015 - 06:08 AM, said:

We need mechs that have hand actuators to have an idle animation where they scratch their robot butts.


Heck, or even the ability to point - "hey, let's go attack that hill."

SOMETHING, other than them literally being a drawback, which makes no sense.

Edited by oldradagast, 25 June 2015 - 06:10 PM.






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