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[Request] Locust Legs


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#41 Cimarb

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Posted 13 November 2013 - 02:20 PM

View PostTrauglodyte, on 13 November 2013 - 02:18 PM, said:


I actually thought about that the other night as I got scraped up by an Assault (or earlier this morning when I tried to back up and got boxed in my an Assault). Are we going to fall down every time someone touches us?

That is essentially why collision was removed in the first place. I wasn't around back then, but I have heard many stories of "Dragon bowling" being extremely fun for the offender, but made the game quite unplayable for everyone else.

#42 Hauser

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Posted 13 November 2013 - 02:31 PM

View PostCimarb, on 13 November 2013 - 02:20 PM, said:

That is essentially why collision was removed in the first place. I wasn't around back then, but I have heard many stories of "Dragon bowling" being extremely fun for the offender, but made the game quite unplayable for everyone else.


The actual Dragon bowling was a bug. Dragons were listed in game as having a mass of 1000 tons instead of 60 tons. At the speeds it was running it would give them enough impulse to knock over anything. Once that got fixed they could still nock mechs down better then other chassis but it wasn't out of proportion any more.

The actual reason for knock down removal probeby the poor implementation of it. Knock down was handled locally by the client so everybody would see the mechs fall differently, making it a very real possibility that you'd be killed by your team trying to shoot the other guy. Ontop of that after being knock down players would be teleported to a free space to get up again. This teleportation looked ugly.

Overall, while allot of fun, the feature wasn't ready yet for open beta.

Edited by Hauser, 13 November 2013 - 02:35 PM.


#43 Kin3ticX

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Posted 07 December 2013 - 12:34 PM

i figured pgi would fix the lolcusts relatively quick but now i sold 2 and am waiting to be able to sell the 3rd.

Edited by Kin3ticX, 07 December 2013 - 12:35 PM.


#44 Reitrix

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Posted 07 December 2013 - 05:07 PM

View PostZyllos, on 11 November 2013 - 08:50 PM, said:


You know, you would be right.

But how this game is set up, if one guy sees you, their entire team sees you. And that is a problem. Everything has free C3 installed on the mechs.

Add to that a 1000 meter range on everyones Sensors by default, Yeah.
Unless you carry ECM, the Enemy team can see you as long as you and at least one enemy are in LoS of each other.

Default Sesor range should be 350. Only Lights should be able to detect enemy units at long range, also, visual detection should be reduced to 850 meters.


Right now, i can determine exactly which 'Mech I'm looking at out to a distance of 2500.

#45 Twilight Fenrir

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Posted 07 December 2013 - 05:31 PM

View PostMeiSooHaityu, on 12 November 2013 - 08:53 AM, said:


:D




Hahaha, that's hilarious, and very poignant. Bravo to you sir!

#46 xhrit

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Posted 07 December 2013 - 09:01 PM

View PostTrauglodyte, on 12 November 2013 - 08:22 AM, said:

- they break the rule that every other mech in the game is coded (ie, leg armor = side torso armor) - missing 6 points per leg


Their armor values adhere to the official battletech rules.

Posted Image

#47 Koniving

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Posted 07 December 2013 - 09:07 PM

View PostSable Dove, on 17 October 2013 - 02:10 AM, said:

The entire mech needs to be about two-thirds the size. It's about the same height as the Spider, but with a longer, wider body, and thicker legs.


Sad fact, the Locust can barely fit a human pilot at the pilot's actual size.
The Locust is, in fact, a fair bit shorter than a Spider.
It is slightly shorter than a Jenner.
Posted Image

The Locust's legs are barely thicker than a single real life doorway around the knees.

The Jenner, is also not only thicker but a full cockpit 'longer' than a Locust.

It is worth noting that a Spider is taller than a Jenner, but not thicker than one.

It is also worth noting that a Spider is taller than a Commando.

Posted Image

Yet a Locust is not taller than a Commando.

What we need is a change in MWO to either have more DPS-style weapons (and thus less instant-damage weapons) or a change to the heat system to reduce 'alpha strikes' to a point that chain fire becomes the norm (and thus everything lives longer including Locusts).

Edited by Koniving, 07 December 2013 - 09:25 PM.


#48 Kin3ticX

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Posted 08 December 2013 - 12:07 AM

heres my light stats:

jenner F - 1.65 w/l, 2.81 kdr
spider-5d - 1.65 w/l, 3.10 kdr
raven 3l - 1.69 w/l, 2.42 kdr
commando 1b - 1.29 w/l, 1.73 kdr

.......locust-3m - 1.0 w/l, .76 kdr, but this one is only like 40 drops

I am no light pilot, but the Locust is obviously dead on arrival. 5 tons lighter than a commando yet 20 tons worse. It has no niche to fill besides trolling your own team with a LOLcust. Ohh, and the matchmaker will not do you any favors either.

Edited by Kin3ticX, 08 December 2013 - 12:12 AM.


#49 Mycrus

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Posted 08 December 2013 - 03:54 AM

The locust offers a different gameplay...

I am very aggro as a light (any light) but with the locust I need to run and hide..

It is a fun chassis but by no means would it be considered "competitive".





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