Hold Off On New Mechs Until Scaling Is Fixed?
#21
Posted 25 June 2013 - 03:00 AM
#22
Posted 25 June 2013 - 03:57 AM
InRev, on 21 June 2013 - 05:57 PM, said:
I think on the contrary that they are overzealous in using mech size for balance, up to level where it can be balancing, but breaks common sense and immersion. They'd better use quirks more for balancing, while scaling the mechs more or less along the cube root of their mass (of course taking into account horizontal orientation of some torsos versus vertical, regular vs chicken walkers ETC). Humanoid 60-tonner bigger than humanoid 80-tonner makes no sense.
#23
Posted 25 June 2013 - 04:03 AM
Finn McShae, on 21 June 2013 - 04:30 PM, said:
agree with this. The only mechs I ever consider "how hard will I be to hit in this?" are light mechs because you need a combination of small size PLUS 140kmph+ in order to dodge stuff, and most lights can't even do that so what do I care if that stalker im shooting at is 5% shorter than is should be? its panels are the size of billboards already and it can't maneuver to save itself. you can quite easily keep hitting a stalkers front CT even when its running in the opposite direction >.>
If you can't hit a desired spot on a stalker you should probably stop trying to hit mechs with untargeted lrms (even then, 50/50 you'll still hit the right place).
This is not real life and the size of mech NEEDS to be based on more than its physical dimenions in RL would be. Theres a reason commandos aren't 2/3's of the height of an atlas, which is about what it would be if stuff was build to scale.
Edited by Asmosis, 25 June 2013 - 04:06 AM.
#24
Posted 25 June 2013 - 04:04 AM
Stalkers are pretty easy to hit right now as are cats, unfortunately, but I can just see them making some of the robots a bit smaller with the engine troubles they are having now at extreme ranges and the games turning into smaller mechs punding the larger ones with the same loadouts because they cannot be seen.
I think they wil get there but there are some seriously more important and pressing issues atm.
#25
Posted 25 June 2013 - 04:15 AM
Although, I will say that there is merit in changing the scales, a question was recently submitted to the art team asking them why they chose to make the medium/heavy mechs as big as the assault mechs.
#26
Posted 25 June 2013 - 08:59 AM
#27
Posted 25 June 2013 - 09:05 AM
#28
Posted 25 June 2013 - 09:05 AM
#29
Posted 25 June 2013 - 09:15 AM
#30
Posted 25 June 2013 - 09:17 AM
verybad, on 25 June 2013 - 09:15 AM, said:
knowing that, you'd think they would have released the quickdraw sized in the right weight class
#31
Posted 25 June 2013 - 09:19 AM
That said, I think they should definitely re-evaluate their scaling and put in place some standards. I would really like to see some of the scaling looked at again.
#32
Posted 25 June 2013 - 09:55 AM
Tie Ma, on 25 June 2013 - 09:17 AM, said:
Yeah, you would think...I suspect they may have shared some animations between some mechs, and the size was necessary in order to do so. It's a timesaving thing that would explain a lot. EG Catapult-Stalker, Quickdraw-Highlander, and so on. I don't KNOW that they did this, but it's not uncommon in game production.
#33
Posted 25 June 2013 - 10:00 AM
verybad, on 25 June 2013 - 09:55 AM, said:
Yeah, you would think...I suspect they may have shared some animations between some mechs, and the size was necessary in order to do so. It's a timesaving thing that would explain a lot. EG Catapult-Stalker, Quickdraw-Highlander, and so on. I don't KNOW that they did this, but it's not uncommon in game production.
woah. i hope you are wrong.
because if its true that is an all new level of lazy for PGI
Edited by Tie Ma, 25 June 2013 - 10:00 AM.
#34
Posted 25 June 2013 - 10:07 AM
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