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Thunderbolt First Screenshot


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#61 General Taskeen

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Posted 09 October 2013 - 03:41 PM

View PostEscef, on 09 October 2013 - 01:30 PM, said:

To be honest, underslinging the weapon hampers it on ridges,



Then why don't they introduce actual simulation options with key presses that allow you to raise or lower the arms. Fire over a ridge? No problem, I'll just raise up my arm! Pew pew!

View PostBarantor, on 09 October 2013 - 03:11 PM, said:

Hmmm.. looking at Sarna some more... first hero of the T bolt?



9 energy slots and 8 of them in the torsos? mmmm...


Hopefully? PGI has shied away from my making exact duplicates of record sheet Custom variants that are entirely unique, which is so disappointing.

View PostAlek Ituin, on 09 October 2013 - 03:20 PM, said:


I'd probably forgo weapons completely, stuff maximum armor and the biggest engine into my T-Bolt, then run about punching people to death whilst laughing madly.



The ultimate melee Mech I would use: TSM, Two Katanas, and 2 SRM6, and 2x20 Rocket Launchers.

Edited by General Taskeen, 09 October 2013 - 03:46 PM.


#62 verybad

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Posted 09 October 2013 - 03:47 PM

View PostMasterrix, on 09 October 2013 - 01:43 PM, said:

this thing is so UGLY, im shocked

I say it again: PGI's 3D-modelers really have a body-builder fetish

Thunderbolt, Battlemaster, Centurion, Victor, always the same story.....concept arts are looking smooth, 3D-models have ugly proportions

Umm, the Tbolt has always had that sort of build, if anything, it was even stockier in the TT.

#63 Dadrick

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Posted 09 October 2013 - 03:49 PM

Looks like we have a new contender for the ugliest mech in MWO.

#64 DocBach

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Posted 09 October 2013 - 03:51 PM

View PostBishop Steiner, on 09 October 2013 - 02:57 PM, said:

Yup. Except of course, the canon THUD had it on the side of it's arm.

as an old TT nut, I'm actually quite pleased. Just wish it was BIGGER, like the THUD's laser is supposed to be, not generic scale modeled in.


yeah, that's pretty much my biggest disappointment with it. The boxy medium lasers look huge and the iconic large laser looks puny.

#65 verybad

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Posted 09 October 2013 - 03:54 PM

I'm liking this one. It's Thudly, the way a THUD should be. Looks like a walking tank, I suspect I'll like this the most of the Pheonix mechs. Jump jets on several variants, good variety of hard points, decent mass, what's not to like?

Gonna try for a brawler build with it.

Edited by verybad, 09 October 2013 - 03:55 PM.


#66 juxstapo

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Posted 09 October 2013 - 03:58 PM

:) Cellulitis? Distant relative to the Quickdraw?

Newest most instantly legged heavy on the market?

Have one on the way, will not drive often because I like to feel "pretty".

AND IT DOESN'T MATCH THE CONCEPT ART! OMG!
(seriously, it doesn't match the concept art at all. This thing is fugly, I mean whutthucuss?)

But, the joke's on you guys, because I'm not even responding to this thread. Hewl, I'm not even logged into this forum. You guys are adorable.

Edited by juxstapo, 09 October 2013 - 04:01 PM.


#67 Karyudo ds

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Posted 09 October 2013 - 04:01 PM

View PostGeneral Taskeen, on 09 October 2013 - 03:41 PM, said:

Then why don't they introduce actual simulation options with key presses that allow you to raise or lower the arms. Fire over a ridge? No problem, I'll just raise up my arm! Pew pew!


Because this is Mechwarrior of course, where "simulation" means slightly-more-detailed-than-Battlefield-tanks. I'm almost just happy the arms can be aimed at all with reasonable ease...really don't see how MW3 and 4 screwed that part up. Not to say that I hate it but I agree with you, more of a simulation feel (fictional or not!) would be nice.

#68 aniviron

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Posted 09 October 2013 - 04:14 PM

Man, if people thought the Hunch's crosshair offset was bad, this is going to be hilarious.

#69 Finn McShae

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Posted 09 October 2013 - 04:18 PM

View PostDadrick, on 09 October 2013 - 03:49 PM, said:

Looks like we have a new contender for the ugliest mech in MWO.


And an instant love affair.

#70 Escef

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Posted 09 October 2013 - 04:21 PM

View PostGeneral Taskeen, on 09 October 2013 - 03:41 PM, said:


Then why don't they introduce actual simulation options with key presses that allow you to raise or lower the arms. Fire over a ridge? No problem, I'll just raise up my arm! Pew pew!

I'd love to see that. However, being underslung would keep the problem, this would just make it less pronounced.

#71 Hans Von Lohman

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Posted 09 October 2013 - 04:26 PM

View Postaniviron, on 09 October 2013 - 04:14 PM, said:

Man, if people thought the Hunch's crosshair offset was bad, this is going to be hilarious.


I doubt it. The crosshair works in a completely different way than you probably think.

It is projected directly ahead of the cockpit. The crosshair is actually moving toward and away from you as you look at different objects, but because it is directly inline with your point of view and never actually changes size, you never notice it.

Unless you go to 3rd person, then you can see that it does in fact move around. That is because you are still using the same crosshair, but you are no longer directly behind the gunsight looking through it.

Your mech weapons aim for all of your guns all converge on that point of space, so as long as you keep the crosshair on target, then you will hit it. Being offset isn't a problem, as the Atlas and Commando already have offset cockpits as well, just not as pronounced.

#72 Bishop Steiner

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Posted 09 October 2013 - 07:02 PM

View PostGeneral Taskeen, on 09 October 2013 - 03:41 PM, said:


Then why don't they introduce actual simulation options with key presses that allow you to raise or lower the arms. Fire over a ridge? No problem, I'll just raise up my arm! Pew pew!



Hopefully? PGI has shied away from my making exact duplicates of record sheet Custom variants that are entirely unique, which is so disappointing.



The ultimate melee Mech I would use: TSM, Two Katanas, and 2 SRM6, and 2x20 Rocket Launchers.

Katanas? REALLY? Did they change Mech swords to finally be worth a dang after CGL took over? Hatchets, or the Maximum Tech Mace (100 ton mech with TSM and Mace equals 80 damage per hit. All in the upper torso. With heat in this game? Sign me up!), maybe. Katanas? I'll leave those to Gundam.

#73 Carrioncrows

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Posted 09 October 2013 - 07:10 PM

At first I thought the hitboxes will be like this

Posted Image
Now i'm thinking maybe this:

Posted Image

Personally I hope it's number 1 but it's all up in the air as we haven't had a cockpit that has been this offset before. new ground here.

#74 CycKath

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Posted 09 October 2013 - 07:21 PM

View PostDocBach, on 09 October 2013 - 03:51 PM, said:


yeah, that's pretty much my biggest disappointment with it. The boxy medium lasers look huge and the iconic large laser looks puny.


My only complaint as well, its pretty much damn well what I wanted and glad to see aside from that.

#75 stinkypuppy

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Posted 09 October 2013 - 07:45 PM

the second i saw that in game model i feel like throwing up... all the in game models so far (exept locust) have just been a dissapointment for me. the {LT-MOB-25} pit looks so different and ugly and ******** and once again huge shoulders because apparently PGI has a shoulder fetish. also what the hell is with the damn feet? they were still pretty chunky in the concept art but the in game version looks like they just shoved squares onto its feet. the way it looks seems like its torso is twisted all the way around and we are seeing the back because of how its legs are bent.

here is a good idea for you pgi. when you have a artist with amazing like ability to make mechs that look like god himself designed them AT LEAST STAY TRUE TO HIS GLORYOUS CREATION! right now its like these mechs are mcdonalds hamburgers. you see the advertisements and see these wonderful hambergers and then buy them and it turns out they look like 2 slabs of brown cat fur held together by glue with a square of undercooked rat meat in the middle.

EDIT: i left a space in cockpit in between the k and the p and ended up with {LT-MOB-25} LOL

Edited by stinkypuppy, 09 October 2013 - 07:47 PM.


#76 xengk

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Posted 09 October 2013 - 10:11 PM

View PostGeneral Taskeen, on 09 October 2013 - 03:41 PM, said:

Then why don't they introduce actual simulation options with key presses that allow you to raise or lower the arms. Fire over a ridge? No problem, I'll just raise up my arm! Pew pew!

Damn hopping poptarts.



View PostCarrioncrows, on 09 October 2013 - 07:10 PM, said:

At first I thought the hitboxes will be like this

Posted Image
Now i'm thinking maybe this:

Posted Image

Personally I hope it's number 1 but it's all up in the air as we haven't had a cockpit that has been this offset before. new ground here.


I cannot unseen the second face on the crotch....

#77 627

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Posted 09 October 2013 - 10:11 PM

View PostBarantor, on 09 October 2013 - 02:51 PM, said:


9SE model has 7 energy points by default....


where do you read that? I read 1 LPL, 3 ML, thats 4?

Interesting thing would only be the change of the missile pod from RT to LT, if and how they did that.

btw i don't think the 5SS will loose that pod, the srm6 will simply be in it...

#78 Spheroid

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Posted 09 October 2013 - 10:16 PM

How on earth are they going to fit an AMS on the right torso?

#79 Alek Ituin

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Posted 09 October 2013 - 10:34 PM

View PostSpheroid, on 09 October 2013 - 10:16 PM, said:

How on earth are they going to fit an AMS on the right torso?


On top of the giant missile pod, derp.

It gives it an amazing field of fire, and AMS ammunition could easily be fed to the AMS system without interfering with normal LRM firing.

#80 Rakshasa

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Posted 10 October 2013 - 12:44 AM

Quote

I cannot unseen the second face on the crotch....


God damnit now I can't either. This is why we can't have nice things! >__<

Edited by Rakshasa, 10 October 2013 - 12:55 AM.






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