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Locust And Articulating Turret?


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#1 Mad Dog Morgan

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Posted 11 July 2013 - 06:21 PM

I'm curious as to whether or not the Locust in MWO will have an articulated turret (as suggested by its concept art) and as it is supposed to be in the lore. Does anyone else know about this?

#2 Tennex

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Posted 11 July 2013 - 06:24 PM

probably not? but that would be so awesome.

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 Angel of Annihilation

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Posted 11 July 2013 - 07:47 PM

Doubt it because I think the CT is hardcoded to just fire forward.

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 stjobe

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Posted 12 July 2013 - 03:23 AM

It would be a bit like having three arms...

Not that I'm saying it'd be a bad idea - the LCT needs all the advantages it can get.

#5 CDLord HHGD

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Posted 12 July 2013 - 04:12 AM

I think this idea has merit. I imagine the arms will only have up/down movement so it wouldn't be hard to have the locust ct follow that....

#6 SgtMagor

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Posted 12 July 2013 - 06:47 AM

just a guess but if they made the chin turret into a special hard point where it acts independent of the arms and work with the torso pitch and twist...

#7 Angel of Annihilation

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Posted 12 July 2013 - 07:02 AM

The problem I see is the games UI is completely designed around the 2 crosshair system One is independant and one is tied to the torso. Because the arms on the Locust aren't fully articulated and only confer up and down motion, It would be really hard to give the CT weapon full articulation and have all three weapon locations on the same crosshair.

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 CDLord HHGD

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Posted 12 July 2013 - 07:25 AM

^^ Yeah, I'd love to see a third reticle. One for CT and one for each arm (when they diverge in movement). Thought this was going to be needed for the Victor though it looks like PGI has got their own ideas...

#9 Kaox Veed

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Posted 12 July 2013 - 07:41 AM

I think they should just tie the CT mounts to the arm crosshair. It would make sense with the way the mech is designed. Of course they could also just tweak the movement quirks of the mech to allow a full range of motion.

#10 Mad Dog Morgan

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Posted 12 July 2013 - 08:50 AM

Well, I don't think it has fully articulated arms, either, so maybe it'll be articulated only in the vertical axis? One can hope. Nothing in the concept art indicates side-to-side motion, just up and down motion. The cockpit is also really small, so I wonder if the pilot is laying on his stomach while piloting the thing.

Posted Image

Edited by Vaskadar, 12 July 2013 - 08:52 AM.


#11 Barantor

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Posted 12 July 2013 - 08:54 AM

Doesn't the Vulture have a chin turret as well?

Does in the MW4 intro...
http://www.youtube.c...WxgLQZano#t=97s

#12 CDLord HHGD

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Posted 12 July 2013 - 10:37 AM

OMG, they added official artwork for the Locust?? Yeeeeeee! Hopefully the others will follow.......

#13 Tennex

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Posted 12 July 2013 - 10:40 AM

View PostViktor Drake, on 11 July 2013 - 07:47 PM, said:

Doubt it because I think the CT is hardcoded to just fire forward.

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.

View PostBarantor, on 12 July 2013 - 08:54 AM, said:

Doesn't the Vulture have a chin turret as well?

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 General Taskeen

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Posted 12 July 2013 - 11:43 AM

The chin turret was just something 'cool' they did in MW4. Of course, they could certainly be unique add such things in MWO.

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 Barantor

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Posted 13 July 2013 - 12:57 PM

Chin turret in the Vulture was also where all the omni slots were I believe.

I liked the addition, made it feel more like some sort of attack helicopter profile.

#16 Gaan Cathal

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Posted 13 July 2013 - 01:13 PM

It's been stated by Catalyst (came across this while looking up whether or not there's canon convergence for torso weapons) that 'chin mounts' and the like are just a form of expression of torso mounted weapons, having the same degree of convergence as 'internal' torso weapons.

#17 Tennex

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Posted 13 July 2013 - 01:23 PM

View PostGaan Cathal, on 13 July 2013 - 01:13 PM, said:

It's been stated by Catalyst (came across this while looking up whether or not there's canon convergence for torso weapons) that 'chin mounts' and the like are just a form of expression of torso mounted weapons, having the same degree of convergence as 'internal' torso weapons.


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 Gaan Cathal

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Posted 13 July 2013 - 02:52 PM

View PostTennex, 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.


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 stjobe

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Posted 13 July 2013 - 03:17 PM

View PostTennex, 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:

Posted Image

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 GingerBang

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Posted 13 July 2013 - 03:20 PM

I sure hope they make the turret that way. The locust is going to be bad enough as it is with PGI unable to let any mech run faster than 150kph. I mean, that kills the point of most light mechs.





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