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Highlander Hgn-733C Will Need 3 Targeting Reticle.


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#61 Ralgas

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Posted 03 April 2013 - 09:50 PM

It's more likely they'll just lock both arms or assign the right arm wep to the torso reticule and give the mech some extra vertical torso play/twist speed over other variants.

Edit- given i can only see a missile hard point on the left arm it wont be to much of a killer just to lock the arms for a free slot trade off.

Edited by Ralgas, 03 April 2013 - 09:55 PM.


#62 Tie Ma

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Posted 03 April 2013 - 09:53 PM

View PostRalgas, on 03 April 2013 - 09:50 PM, said:

It's more likely they'll just lock both arms or assign the right arm wep to the torso reticule and give the mech some extra vertical torso play over other variants.


yep thats the easy way. people will def complain about it though. becaus either slaving the right arm to torso, or slaving the left arm to right arm you are having an actuator on the mech thats taking up 1 crit space and doesnt actuate.

Edited by Tie Ma, 03 April 2013 - 09:55 PM.


#63 Adridos

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Posted 04 April 2013 - 02:29 AM

View PostEl Death Smurf, on 03 April 2013 - 02:05 PM, said:

1)that could be the ac10 variant
2) the poster also posted a 7ppc lrm20 lrm 10 variant (no such highlander exists) so i figured it was a simple joke made by a guy who has some skills with engineering tools


I could take a picture of an AC/10 Highlander... That is an AC/20, you've got my word. :D

As far as the other variant goes, it was created by blending of all the possible PPC locations together on one mech.

#64 John MatriX82

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Posted 04 April 2013 - 02:38 AM

Let's hope they take away the low arm actuator from the LA too so they lock them both and we get 1 free crit without reticule troubles.

#65 JudgeDeathCZ

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Posted 04 April 2013 - 04:17 AM

In TT it have split AC 20 criticals into side torso or it is w/o actuator?I can not find it on internetz and I do not have TRO pdfs on phone.

#66 Joseph Mallan

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Posted 04 April 2013 - 04:27 AM

What TRO is the 733C out of? I cannot find it!

#67 Adridos

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Posted 04 April 2013 - 04:44 AM

View PostJoseph Mallan, on 04 April 2013 - 04:27 AM, said:

What TRO is the 733C out of? I cannot find it!

TRO: 3039.

http://www.masterunitlist.info/ is your friend. :D

#68 Eric darkstar Marr

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Posted 04 April 2013 - 05:23 AM

Okay I was in generous mood this morning and finally looked up the Highlanders And it looks like the 733C will be the go to Highlander for sure.Posted Imagea .

Posted ImageLast is the 733 from the unabridged

Posted Image

#69 Tuku

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Posted 04 April 2013 - 05:25 AM

They could complicate it or...just a thought but or.....They could not fix what isnt broken and you can keep the ac20 and SRM6 on seperate weapon groups :D

#70 JudgeDeathCZ

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Posted 04 April 2013 - 05:36 AM

ok so that AC/20 arm do not have lower actuator.
I rly wanna know how PGI handle it...

#71 Tennex

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Posted 04 April 2013 - 06:14 AM

updated the OP with a mockup

Posted Image

in actuality the weapons are only split for a moment before they converge into the middle column positions.

Edited by Tennex, 04 April 2013 - 06:24 AM.


#72 General Taskeen

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Posted 04 April 2013 - 06:27 AM

View PostTennex, on 03 April 2013 - 12:33 PM, said:


your right. the actuators restriction of AC20 was a product of PGI.

normally an AC20 woudl still be moutnable through split criticals.



If they add any Mech from record sheets that did split the crits, they will have to implement that system if they are bent on adding whatever Mech that might be. For example, many people would like to see the King Crab. That Mech has split crits for the AC/20's.

There are also other Mech variants further along in the time line that use the even bigger guns with split crits. Mountable Long Toms, Heavy Gauss Cannons, Arrow IV Artillery, etc.

PGI claimed it would 'mess' up the way they have hard points coded, but I think they could easily do it. The hard point that splits off into another section isn't actually using that section (or rather the weapon isn't 'firing' from that location), it is just spilling the crits there. The gun would still have to be mounted in the correct ballistic location for example. The same way an XL spills into the Torso sections, the main engine still is the CT.

Edited by General Taskeen, 04 April 2013 - 06:29 AM.


#73 skamage

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Posted 04 April 2013 - 06:42 AM

Would be cool but think more likely that we won't see it or mechs like the Victor.

#74 Tennex

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Posted 04 April 2013 - 06:42 AM

View PostGeneral Taskeen, on 04 April 2013 - 06:27 AM, said:



If they add any Mech from record sheets that did split the crits, they will have to implement that system if they are bent on adding whatever Mech that might be. For example, many people would like to see the King Crab. That Mech has split crits for the AC/20's.

There are also other Mech variants further along in the time line that use the even bigger guns with split crits. Mountable Long Toms, Heavy Gauss Cannons, Arrow IV Artillery, etc.

PGI claimed it would 'mess' up the way they have hard points coded, but I think they could easily do it. The hard point that splits off into another section isn't actually using that section (or rather the weapon isn't 'firing' from that location), it is just spilling the crits there. The gun would still have to be mounted in the correct ballistic location for example. The same way an XL spills into the Torso sections, the main engine still is the CT.


it shouldn't be an issue of messing up coding. i feel like these things should be implemented correctly. it would be a shame to miss out on all those mechs just because of technical issues. the code should be a tool used by the designer to achieve a goal (in this case the Btech universe). We shouldn't be restricted by the code.

Edited by Tennex, 04 April 2013 - 06:45 AM.


#75 Tie Ma

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Posted 04 April 2013 - 07:29 AM

View Postskamage, on 04 April 2013 - 06:42 AM, said:

Would be cool but think more likely that we won't see it or mechs like the Victor.


:'(

but.. but... liao

Edited by Tie Ma, 04 April 2013 - 07:30 AM.


#76 RainbowToh

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Posted 04 April 2013 - 09:21 AM

View PostTruePoindexter, on 03 April 2013 - 01:17 PM, said:


No - the artwork from lore is wrong. In fact most of the artwork from lore is inconsistent and makes no sense. Unfortunately PGI bases the original designs off of that and invariably has to fix it.


Thank goodness for Alex! He is the guy that does all our current artwork right? The old TT drawings are terrible.

In any case, do we really need a 3 reticule crosshair? As the pilot of your mech, you are suppose to know what ur mech can do or cannot do.

Edited by RainbowToh, 04 April 2013 - 09:24 AM.


#77 General Taskeen

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Posted 04 April 2013 - 10:04 AM

View PostJudgeDeathCZ, on 04 April 2013 - 04:17 AM, said:

In TT it have split AC 20 criticals into side torso or it is w/o actuator?I can not find it on internetz and I do not have TRO pdfs on phone.


No, it does not have split crits on the record sheet. The right arm actuators are removed.

Posted Image

Here is example of a record sheet Mech with AC/20's split.

Posted Image

The gun still obviously fires from the arm, but crits spill into the torso's in how that build is setup. Keep in mind, the build rules also state that the same sort of limitations exist for splittings crits as it does in most cases if the actuators are just removed. It limits the mounted weapon only to horizontal movement.

Here is also what the rules state for splitting a huge weapons like Heavy Gauss between CT and RT/LT

"If a heavy Gauss rifle is split between the center torso and side torso, CASE located in the side torso that contains the heavy Gauss rifle stops any transfer of damage to the center torso; if the Gauss rifle is struck in the center torso, however, a 25-point ammunition explosion applies to the center torso."

#78 TruePoindexter

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Posted 04 April 2013 - 10:09 AM

View PostTennex, on 04 April 2013 - 06:14 AM, said:

updated the OP with a mockup

Posted Image

in actuality the weapons are only split for a moment before they converge into the middle column positions.


That would be fine with me but I think it would make aiming even more difficult for most people. Not to mention that we're talking about a third convergence point to ray trace.

#79 Tennex

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Posted 04 April 2013 - 10:25 AM

View PostTruePoindexter, on 04 April 2013 - 10:09 AM, said:


That would be fine with me but I think it would make aiming even more difficult for most people. Not to mention that we're talking about a third convergence point to ray trace.


i'm not sure what you mean about ray trace.

it will be slightly more difficult than the current system
the third convergence point is locked vertically to the free arm. and horizontally to the torso. like a triangle

#80 TruePoindexter

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Posted 04 April 2013 - 10:38 AM

View PostTennex, on 04 April 2013 - 10:25 AM, said:


i'm not sure what you mean about ray trace.

it will be slightly more difficult than the current system
the third convergence point is locked vertically to the free arm. and horizontally to the torso. like a triangle


Sorry I'm not using the term correctly. It's another line for the system to draw and calculate. Remember that weapon convergence is really a two step process.
  • Draw a line from the camera to the point of intersection with the crosshair.
  • Draw a line from the acquired point back to the weapon's location on the mech.
This is actually not a trivial piece of code - especially when you consider that weapons "move" inside your mech so that convergence speed is an issue.





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