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Timberwolf Preview?!?!?!


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#1 MarauderBronze

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Posted 23 October 2013 - 04:23 AM

So my game glitched out REALLY badly, but I came across something interesting...take a look at the shoulder hitboxes...If anyone has any explanations or wild rumors LET'S HEAR EM!

Posted Image

#2 Xendojo

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Posted 23 October 2013 - 04:32 AM

I've seen this before, and i thought the same exact thing.

#3 MaxStr

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Posted 23 October 2013 - 04:46 AM

This bug has been floating around for almost a year now.

#4 MarauderBronze

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Posted 23 October 2013 - 04:48 AM

Awww. I hadn't seen it before. I was excited :D

#5 CDLord HHGD

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Posted 23 October 2013 - 04:52 AM

The hit boxes are interesting, but most likely a remnant of an early rendition as the programmers played with early concepts. Heck, it could even be a leftover of one way to do the Catapult paper doll.... A paper doll that includes all hit boxes then modified per chassis. This error has been around for a long time, since the very early days of closed beta....

Until the Timber Wolf hits the shelves, we'll not know for sure....

#6 SgtMagor

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Posted 23 October 2013 - 05:03 AM

you see Timberwolf , I see Blood Asp, apples - oranges oi...

#7 Silentium

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Posted 23 October 2013 - 05:11 AM

Huh, I have never seen that bug before. It was always no HUD, yellow screen, or mini map disco party.

#8 FupDup

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Posted 23 October 2013 - 06:27 AM

With the way PGI has done mechs like the Thunderbolt and Hunchback, I'd be very surprised if they went with separate hitboxes on the Mad Cat. They don't really seem to care about overtly vulnerable, damage-magnet locations on existing mechs...

#9 Bishop Steiner

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Posted 23 October 2013 - 12:13 PM

View PostFupDup, on 23 October 2013 - 06:27 AM, said:

With the way PGI has done mechs like the Thunderbolt and Hunchback, I'd be very surprised if they went with separate hitboxes on the Mad Cat. They don't really seem to care about overtly vulnerable, damage-magnet locations on existing mechs...

I want to agree with this.

Except on one problem. For some bloody odd reason it is having nearly no discernible impact on their survivabilty.

The Thud and BLR I was not too worried about, both lose most of their hunch if you just don't equip missiles. The Shad? Too tall and the Hunch stays. Barrel goes, housing does not. NOT GOOD, right?

And yet, the Shad is more durable than my Centy. I take abuse in it that my Cataphract and even Victor would blush in envy over. WITH AN XL. Doesn't impact the survivabilty one bit on it. Started to think about my Orion. Sure the CT sucks, but it also has a big ugly missile hunch in the LT. Never seems to get popped, or at least, very rarely.

So on a hunch I decided to add the missiles back to my Thuds (as they were woefully underwhelming without) and the XL (as it was woefully undergunned without). Results? Well, still haven't found the right loadouts for my tastes, but durability has been fine. I die mostly from lack of deliverable firepower in a short enough window, not from any fragility to the mech.

Same results with my BLRs, though aside from the 1S I don't see the point in trying to shoehorn 1 whopping missile rack on my 1G. Don't know what is being down different, or if it's even intentional, just that they are tough beyond words, despite a very unsightly growth on their shoulders that has doomed generations of Hunchbacks to ignominious defeat through the ages.

So before I call the Timberwolf DOA like so many people called the PHX mechs, I think I will wait and actually try one, thanks.

#10 Flyby215

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Posted 23 October 2013 - 12:45 PM

Kicker about the Timberwolf is that you can give it the cockpit of a Catapult, whopping side-torso of a Hunchback, fragile legs as a locust, useless arms as a Stalker, and fire magnet like an Atlas; people will still pilot the mech because of it's iconic standing in Battletech.

#11 Karyudo ds

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Posted 23 October 2013 - 01:21 PM

I always did find it odd that adding arms to a Catapult somehow shoved the missile launchers into it's torso yet they clearly were in the same spot minus some articulation. Guess that's what you get for rules and art that didn't like to support each other all the time.

It would be interesting if they went this route but either way I do expect to see some earless cats.

#12 Silentium

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Posted 23 October 2013 - 03:20 PM

I think it would be workable if the hit points and crit slots were shared between the pods and the side torsos. In TT mech appearance didn't matter, we all used the same record sheets. I don't really think adherence to that is reasonable given that now appearance does matter.

#13 Mech Wrench

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Posted 23 October 2013 - 05:09 PM

Saw that in closed beta... Been around longer than a year. Very taunting bug...

#14 Hawk819

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Posted 23 October 2013 - 07:40 PM

I wonder, can we use both clan and inner sphere 'Mechs? Or do we have to choose between the two? I know in Community, whenever it comes our way, we have to use one and not the other. Still, I have to know if we can use both outside community warfare. Cause I want my Thor C!

#15 Scrawny Cowboy

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Posted 23 October 2013 - 10:02 PM

I still think it's just a hidden paperdoll allocation for weapon bay doors.

Eh...

#16 CDLord HHGD

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Posted 24 October 2013 - 05:54 AM

View PostBishop Steiner, on 23 October 2013 - 12:13 PM, said:

So before I call the Timberwolf DOA like so many people called the PHX mechs, I think I will wait and actually try one, thanks.

If I had a mech for every time someone declared one DOA, well, I wouldn't need to spend any CB or MC..... :) Some of my favorites are the ones people said have no hope. :)





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