Jump to content

Vulture And Madcat Breakdown (And Weapon Pods)


70 replies to this topic

#1 SirLANsalot

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,540 posts
  • LocationWashington State

Posted 13 April 2013 - 12:22 AM

Vulture (Mad Dog)

MW4 Hard Points
3 E LA
4 M LT
4M RT
3E RA
2 O Pod (CT)

Possible MWO points

2 Energy LA
2 Missile (20) LT
2 Missile (20) RT
2 Energy RA
2 Omni (6 Crit slot Pod).

Pods would be a separate thing on your mech, meaning yes the paper doll would need an update to show them. However I do think the pods would be limited on crit space, and not be able to be filled with endo/ferro ect. Hence on the Vulture, you could put 2 things on that pod, mostly limiting it to at most 2 PPC. You wouldn't be able to place a gauss, or AC10 ect in due to crit limitations but would be able to put in an UAC5 tops for ballistic. Knowing that PGI will make meshes for each gun, the nose pod could be just one big chain-gun if the UAC gets put on (would be cool IMO ). Also would show two big barrels for PPC's ect for energy. The missiles would be able to handle an LRM 20 with ease, or even a few. This being a Clan Mech and 60 tons you could easily pack it with 4 CLRM20's.
As for the rest of the mech, I do agree with XL only for clan mechs, but still allowing the changing of eng ratings (STD eng allowed later on in the timeline as IS gets there hands on them). Endo/Ferro should be optional to be taken off, but will come default to the mech.



Mad Cat (Timberwolf)

MW4 Points
4 Energy LA
2 Omni LT
2 Omni RT
4 Energy RA
3 Missile LP
3 Missile RP

MWO Points (possible)

2 Energy LA
1-2 Omni LT
1-2 Omni RT
2 Energy RA
2 Missile LP (6 Crit)
2 Missile RP (6 Crit)


A very Beautiful mech just on paper, and thinking of what OUR system allows us to do, this mech could be a very good one as MW4 did not do it much justice. Was one of my early fave mechs until I came across the Vulture, which can pretty much do the same thing on a 60 ton.

At 75 Tons we all know and love this thing of beauty, and we all hope and pray PGI dose it justice. With clan tech we know this mech could carry some very good payloads in its Pods alone. 4 CLRM 15's anyone? Or how about 8 ML and 4 LRM 10's? All very possible builds for this mech, that is, IF PGI dose the pods this way. Again all of this is just guess work but having been a part of game development a few times with mods and beta's, its about the best way of going about it. However in 4 months time we will all find out for realz, till then, its all smoke and mirrors.

#2 New Breed

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,028 posts

Posted 13 April 2013 - 12:27 AM

The paper doll already supports the missile pods. It's invisible, it can be seen when the UI bugs.


Posted Image

Edited by Ghost Bear, 13 April 2013 - 12:28 AM.


#3 Chavette

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 2,864 posts

Posted 13 April 2013 - 12:52 AM

View PostGhost Bear, on 13 April 2013 - 12:27 AM, said:

The paper doll already supports the missile pods. It's invisible, it can be seen when the UI bugs.


Posted Image


Hats off for the proper photoshop, 8/10

#4 KinLuu

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,917 posts

Posted 13 April 2013 - 01:10 AM

The "chin-pod" of the MW4s Mad Dog model is a Dark-Age Heresy.

It won't be in MWO.

#5 The Cheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,558 posts
  • LocationMelbourne, Australia

Posted 13 April 2013 - 01:12 AM

View PostKinLuu, on 13 April 2013 - 01:10 AM, said:

The "chin-pod" of the MW4s Mad Dog model is a Dark-Age Heresy.

It won't be in MWO.


But I liked the chin pod...

#6 KinLuu

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,917 posts

Posted 13 April 2013 - 01:16 AM

View PostThe Cheese, on 13 April 2013 - 01:12 AM, said:


But I liked the chin pod...


Heretic!

#7 OuttaAmmo NoWai

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 229 posts
  • LocationNot at a macbook

Posted 13 April 2013 - 01:19 AM

Wait...why do we even need separate pods? Why won't the Mad Cat and Vulture arm pods just be regarded as arms? Why won't the Mad Cat's ears just be regarded as side torsos?

Edited by OuttaAmmo NoWai, 13 April 2013 - 09:09 PM.


#8 KinLuu

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,917 posts

Posted 13 April 2013 - 01:22 AM

View PostOuttaAmmo NoWai, on 13 April 2013 - 01:19 AM, said:

Wait...why do we even need separate pods? Why won't the Mad Cat and Vulture are pods just be regarded as arms? Why won't the Mad Cat's ears just be regarded as side torsos?


This is what I consider to be the most likely way they will turn out.

In the past, PGI has stuck very closely to the canon loadouts. And in TT, the Timber Wolfs missiles are in the side torsos.

#9 Destructicus

    Member

  • PipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 1,255 posts
  • LocationKlendathu

Posted 13 April 2013 - 01:23 AM

I can see it both ways
But I think ultimately they'll be their own pods
If you hit the Timber wolf's ears they'll blow off
If you hit it's left torso it'll get destroyed
Doesn't make any sense any other way.

#10 Henree

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 501 posts

Posted 13 April 2013 - 01:28 AM

View PostGhost Bear, on 13 April 2013 - 12:27 AM, said:

The paper doll already supports the missile pods. It's invisible, it can be seen when the UI bugs.


Posted Image

WWWWWWWWW

#11 AceTimberwolf

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,055 posts
  • Location春日部市、埼玉県、日本; アメリカ: Arcadia, CA

Posted 13 April 2013 - 01:41 AM

View PostChavette, on 13 April 2013 - 12:52 AM, said:

Hats off for the proper photoshop, 8/10

What Photoshop? we had this a while back and got it deleted by mods...

Conspiracy Theory: Mech 20+Isn Blackout+Be A Hero Tournament+Volunteer Modera...
[color=#959595]
[color=#A4A4A4]
Posted Image Posted by AceTimberwolf on 03 March 2013 - 04:16 AM in General Discussion
[/color]

[color=#CCCCCC]
Posted ImageGalaxyBluestar, on 02 March 2013 - 05:04 PM, said:
[/color]


speaking of conspiracies what happened to that interesting bug thread that highlighted things on the hud suggesting a lot of new goodies were in developement? that thread got canned quick, must be true....

clans
extra radar gear
and MASC are on the way!!!!!


[color=#CCCCCC]
Posted ImageBlueSanta, on 02 March 2013 - 05:35 PM, said:
[/color]



I think that bug showed that the Timber Wolf will have ears that are separate from the side torsos and that MASC will be a bar on the right side of the minimap similar to the JJ bar on the left.


BOOM

FOR FREEDOM!

Please stand by....

Posted Image

Can't hide from the ISF

Silly ROM agents

EDIT: I've had the Black creep into my Screen and I would think that it was the Clan Targeting Computer. Or something similar as Information would pop up as the targeting computer swept across the battlefield

ADD: I would like the MASC bar and JumpJet Bar Switched since i rather have both movement bars on the same side though i guess it should go with the heat. I dont remember how it used to be in MW3. How do people feel about having the JJs on the bottom of the radar as a shrinking on both sides graphic?


[color=#CCCCCC]
Posted ImageCapperDeluxe, on 27 February 2013 - 08:14 PM, said:
[/color]


Posted Image

I got a bug just yesterday where the HUD freaked out, and I noticed the separate pods above the left and right shoulders... missiles pods for Timberwolf/MadCat perhaps?

Also there's some bar to the right near the heat bar, may be its for future coolant pods?






I'm waiting for the [REDACT] slap in the face..... Remember me!

BEWARE OF NIKO SNOW

[/color]

#12 Purplefluffybunny

    Member

  • PipPipPipPipPipPipPipPip
  • 1,653 posts

Posted 13 April 2013 - 01:44 AM

Wwwwwwwwwwwwinning.

#13 Gralzeim

    Member

  • PipPipPipPipPipPip
  • Moderate Giver
  • 366 posts
  • LocationIllinois, USA

Posted 13 April 2013 - 01:51 AM

For balance reasons, I highly doubt they'll give Omnimechs free space for weapons (which is what the proposed pod idea is, extra locations that can take damage and be lost without affecting the torso/arms). They'll likely keep to the same "RT CT LT LA RA LL RL Head" layout we use now, because adding additional spots for weapons would make Omnimechs even more overpowered than they already will be, even if 'outnumbered' by IS mechs.

I assume that when a Mad Cat gets its 'ear' shot off its side torso and arm will go with it. And if both 'ears' get shot off, the mech goes down (XL engine). Seems fair, considering it's still going to obliterate IS mechs 1v1. Not like Clanners mind a little risk.

#14 Kurayami

    Member

  • PipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 916 posts
  • LocationSochi

Posted 13 April 2013 - 02:03 AM

Current system kills any mech that have something aside 2 legs and 2 arms. in TimberWolf case - if missile pods will count as side torsos (TT) thing instantly becomes walking coffin. Just think for a second - in all designs those are big and highest part of the mech. On the other hand - armor count and weight for said armor should come from somewhere.

#15 KinLuu

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,917 posts

Posted 13 April 2013 - 02:15 AM

View PostKurayami, on 13 April 2013 - 02:03 AM, said:

Current system kills any mech that have something aside 2 legs and 2 arms. in TimberWolf case - if missile pods will count as side torsos (TT) thing instantly becomes walking coffin. Just think for a second - in all designs those are big and highest part of the mech. On the other hand - armor count and weight for said armor should come from somewhere.


It would break the current mech building system completely.

Additional critspace. Additional armor. Additional hitboxes. I guess it will just be the Timber Wolfs weakness, kind of like the giant side torsos are the awesomes weakness as well.

#16 AceTimberwolf

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,055 posts
  • Location春日部市、埼玉県、日本; アメリカ: Arcadia, CA

Posted 13 April 2013 - 02:16 AM

View PostKurayami, on 13 April 2013 - 02:03 AM, said:

Current system kills any mech that have something aside 2 legs and 2 arms. in TimberWolf case - if missile pods will count as side torsos (TT) thing instantly becomes walking coffin. Just think for a second - in all designs those are big and highest part of the mech. On the other hand - armor count and weight for said armor should come from somewhere.

atleast u can lose one side torso and keep going tho

#17 Lagfest

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 362 posts
  • LocationIn a Mech

Posted 13 April 2013 - 02:43 AM

The funny thing about people in this game, they dont know:
YOU cant mod the engine on Omni mechs...
you can swap weapons and add or remove armor, but thats about it
LOLOLOLOLOL

-From SARNA-

Disadvantages
[color=#000000]
Despite their flexibility and maintenance benefits, OmniMechs have distinct limitations in regard to cost and logistics.
[/color]
[color=#000000]
OmniMechs are not fully modular. An OmniMech's structural components: its engine, internal structure, armor and any equipment installed on the base chassis of OmniMech are "hard-wired" and cannot be modified outside of a total redesign of the 'Mech. [19] While customization of these components is theoretically possible in the field, it is avoided as it hard-wires all the 'Mechs components and effectively transforms it from a OmniMech into a standard BattleMech. While they can be considered structural components, the lower-arm and hand actuators are themselves pod-mounted and easily removed to provide additional pod-space in the arms. However the mounting points for them are also utilized by larger bore weaponry such as Gauss Rifles, Autocannons and PPCs and so must be automatically removed to carry these weapon types an OmniMech's arms, hampering the close-combat abilities of these configurations. [20]
[/color]
[color=#000000]
With further regard to costs, even OmniMechs constructed from standard materials are more expensive than comparable BattleMechs of similar weight to both construct and field. While the initial invasion gave the impression that Clan toumans consisted solely of OmniMechs, even they can only afford to outfit their front-line units with them, with their so-called second-line forces generally fielding more cost effective standard BattleMechs, albeit utilizing superior Clan technology.[21]
[/color]
[color=#000000]
The modular attachment points to mount OmniMech weaponry and equipment (equipment constructed in an OmniMech Pod) renders such equipment incompatible with standard BattleMechs. Even for identical classes and brands of equipment, only the ammunition can be used interchangeably. Adding or removing the Pod connections is possible but adds additional time to repairs. If weaponry and equipment are mounted on an OmniMech without an OmniPod, this equipment is fixed. For mixed units of BattleMechs and OmniMechs this adds an artificial separation and duplication in supply chains and logistics for spare parts.[18]
[/color]

Edited by Lagfest, 13 April 2013 - 02:45 AM.


#18 Kurayami

    Member

  • PipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 916 posts
  • LocationSochi

Posted 13 April 2013 - 02:44 AM

I know that one can. Just thinking about current mech building system holes. Well, if nothings changes - clan will end up crying like a lil wuses they are.
Summoner - hello big rack on left shoulder.
Hellbringer - hello big rack on right shoulder and projector on left.
DireWolf - missile rack takes whole left part of mech so it have all chances to become CT.
Stormcrow.... newermind thing is weird.
Warhawk is somehow OK but this is because whole form is weird.

So of popular iconic clan mechs we have Vulture which is somehow ok since meh those shoulders are big anyway.

Many of those like DireWolf have a little, hard to hit side torsos which is part of what make them great. well not in mwo)

@Lagfest im pretty much ok with clan xl 375 on TimberWolf. Despite any drawbacks ill try to get my hands on one simply because this thing is legend for me.

Edited by Kurayami, 13 April 2013 - 02:46 AM.


#19 Corwin Vickers

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 631 posts
  • LocationChateau, Clan Wolf Occupation Zone

Posted 13 April 2013 - 03:06 AM

View PostLagfest, on 13 April 2013 - 02:43 AM, said:

The funny thing about people in this game, they dont know:
YOU cant mod the engine on Omni mechs...
you can swap weapons and add or remove armor, but thats about it
LOLOLOLOLOL



Little do MWO players know but IS mechs can't mod their engines either, or their weapons, or armor.

Things change.

#20 Lagfest

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 362 posts
  • LocationIn a Mech

Posted 13 April 2013 - 03:09 AM

Just an fyi, its gonna be one of those nights,,, im drinkin!
bring on the onmi pods!
MISSILES EVERYWHERE!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users