

Locust And Articulating Turret?
#1
Posted 11 July 2013 - 06:21 PM
#2
Posted 11 July 2013 - 06:24 PM
would be even cooler if they let it go up and down following the arm reticules.
Edited by Tennex, 11 July 2013 - 06:24 PM.
#3
Posted 11 July 2013 - 07:47 PM
It would be nice however, especially since the Locust is kind of DoA already. Having a full range of motion on your only decent weapon would at least give it a chance to be decent.
#4
Posted 12 July 2013 - 03:23 AM
Not that I'm saying it'd be a bad idea - the LCT needs all the advantages it can get.
#5
Posted 12 July 2013 - 04:12 AM
#6
Posted 12 July 2013 - 06:47 AM
#7
Posted 12 July 2013 - 07:02 AM
What they could do however, is put the CT weapon on the arm crosshair so it at least had a greater up and down range of motion. Alternatively, they could make the arms act they there were in turrets as well and have all three fully articulated. However the second option has problems of its own. First, I would probably mess with the other variants. Second, it wouldn't really fit the IP and Third, prehaps the worst issue of all, it would set a precedent for modifying the IP beyond recognition and then the cries of how a Stalker should have fully articulated arms would begin.
No, I think PGI will do what they normally do, go for the easy and definately safe route of making the CT weapon function just like all other CT weapons. Unfortunately this is probably for the best as well.
#8
Posted 12 July 2013 - 07:25 AM
#9
Posted 12 July 2013 - 07:41 AM
#10
Posted 12 July 2013 - 08:50 AM

Edited by Vaskadar, 12 July 2013 - 08:52 AM.
#11
Posted 12 July 2013 - 08:54 AM
Does in the MW4 intro...
http://www.youtube.c...WxgLQZano#t=97s
#12
Posted 12 July 2013 - 10:37 AM
#13
Posted 12 July 2013 - 10:40 AM
Viktor Drake, on 11 July 2013 - 07:47 PM, said:
It would be nice however, especially since the Locust is kind of DoA already. Having a full range of motion on your only decent weapon would at least give it a chance to be decent.
They could simply code it as arm. but use the weapon put in the CT.
Barantor, on 12 July 2013 - 08:54 AM, said:
Does in the MW4 intro...
http://www.youtube.c...WxgLQZano#t=97s
only in MW4. but not in BT illustrations. we still dont know if it will in this game.
#14
Posted 12 July 2013 - 11:43 AM
Another thing to keep in mind is that MW3/4 had a far better degree of motion, especially if your Mech had full actuators. You could fire your arm weapons 90 degrees to either side for instance while facing forward.
#15
Posted 13 July 2013 - 12:57 PM
I liked the addition, made it feel more like some sort of attack helicopter profile.
#16
Posted 13 July 2013 - 01:13 PM
#17
Posted 13 July 2013 - 01:23 PM
Gaan Cathal, on 13 July 2013 - 01:13 PM, said:
are there TT rules that allow arm mounted weapons to have a wider firing arch than torso weapons? For the board game mechanics, not lore i mean.
Edited by Tennex, 13 July 2013 - 01:23 PM.
#18
Posted 13 July 2013 - 02:52 PM
Tennex, on 13 July 2013 - 01:23 PM, said:
Yup. Basically TT works on a hex grid. Torso weapons have (I believe) centre hex plus a hex either side as firing arc, arms have a hex either side. TT-wise this does mean that you can fire three different torso weapons down three different firing lines. And, infact, both arms at their extreme opposite lateral extents.
#19
Posted 13 July 2013 - 03:17 PM
Tennex, on 13 July 2013 - 01:23 PM, said:
are there TT rules that allow arm mounted weapons to have a wider firing arch than torso weapons? For the board game mechanics, not lore i mean.
This is how the firing arcs look in TT:

As you can see, the arms have a way wider arc than the torso weapons - in fact, they have a 180 degree arc whereas the torso only has a 120 degree arc.
Please note though that the blue areas are for one arm only - in MWO both arms always aim at the same point, which isn't necessary or even always possible in TT.
Edited by stjobe, 13 July 2013 - 03:18 PM.
#20
Posted 13 July 2013 - 03:20 PM
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