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Fixed Catapult Geometry Has Broken The A1

BattleMechs

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#1021 EgoSlayer

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Posted 01 January 2015 - 02:19 AM

New Year's Bump. The Cat needs to come back!

#1022 Xeren KelDar

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Posted 01 January 2015 - 01:24 PM

Save the Catapult!!

#1023 MATRAKA14

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Posted 02 January 2015 - 02:22 PM

Maybe for the next year we can get 2016 replies or even 3050 XD

#1024 XphR

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Posted 02 January 2015 - 04:17 PM

Im laughing, but with a tear in my eye.

#1025 MATRAKA14

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Posted 07 January 2015 - 07:08 AM

Posted Image

#1026 MeiSooHaityu

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Posted 07 January 2015 - 08:58 AM

Got to keep hope alive!

#1027 CliffhangerJaeger

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Posted 07 January 2015 - 11:37 AM

Never Surrender

#1028 Mad Strike

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Posted 07 January 2015 - 12:26 PM

You can do it !!

#1029 MeiSooHaityu

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Posted 08 January 2015 - 03:22 AM

Update:
PPC barrels: no news
A1 Missile VCRs: no news
Assault sized torso: no news

That is all.

#1030 Tolkien

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Posted 08 January 2015 - 03:32 AM

What they did to the CPLT A1 is atrocious artistically and in terms of game-play.

It shows a lack of self awareness on the part of the project lead which is shocking (then again they thought Transverse would bring in a million dollars, so they are obviously not very in touch with reality).

Everyone knows a CPLT A1 will be full of missiles of some variety - the bolt on external missile VCRs ruin the visual aesthetic of the mech and don't add anything to the counter play experience, as if you are close enough to count the number of tubes on each VCR, you are also close enough to push R and just get a readout of exactly what they are carrying.

The CPLT A1 used to be a demon in the streak and splat cat days but making the profile far larger than that of a stalker while also ruining the appearance of one of the nicest looking chassis in the game is why people say the game was 'better in beta'.

Let's all bow our heads and remember a time before the film grain, before the excessive motion blur, before the fog on everything, before the cockpit glass, before the atlas eye glow was turned off, before the VCRs were bolted on to the catapult and back when mechs feet actually used to track the ground. In short before a project lead decided to fiddle with the margins rather than add substance.

#1031 Vassago Rain

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Posted 08 January 2015 - 03:36 AM

Posted Image

By the ever awesome Alex Wolfe.

#1032 MeiSooHaityu

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Posted 08 January 2015 - 03:46 AM

The missile rack update to the A1 always felt like a knee-jerk reaction to the cries over the streak and splat Cat criers. I think they made the launchers grow to an obscene size to punish players for running it.

Fast forward about a year and we now have Doom Crows. They think that is ok. They think it is ok in a Mad Dog too.

Power creep has negated any sort of hitbox punishment PGI gave the Cat A1. Let's have new dynamic missile tubes all implemented INSIDE the base A1 missile rack.

P.S. Fix the appearance of the PPC barrels too....and add EEPPC quirks too. A K2 is a fire support sniper heavy for Christ sakes.

Edited by MeiSooHaityu, 08 January 2015 - 03:47 AM.


#1033 Dauphni

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Posted 08 January 2015 - 03:58 AM

That reminds me. It's not only the A1 that got nerfed after cries of OPness. Remember the old Jagermech DD, when it could still semi-viably run hex-AC/2s, but then they got super ghost heat penalties because people complained of cockpit rattle? Same thing. And you still can't really do 6 AC/2s on the DD, but loading your Dire Wolf to the brim with UACs and get even more rattle? That's just fine. Obviously allowing the one but not the other in both cases is disgraceful, especially when the allowed version is more powerful than the forbidden one ever was.

#1034 MATRAKA14

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Posted 08 January 2015 - 05:41 AM

View PostMeiSooHaityu, on 08 January 2015 - 03:46 AM, said:


Fast forward about a year and we now have Doom Crows. They think that is ok. They think it is ok in a Mad Dog too.


We are not going to see anything like this i think.

Posted Image


An official response on this one year +1000 replies thread will be nice.

#1035 MeiSooHaityu

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Posted 08 January 2015 - 07:27 AM

View PostMATRAKA14, on 08 January 2015 - 05:41 AM, said:


We are not going to see anything like this i think.

Posted Image


An official response on this one year +1000 replies thread will be nice.


Considering how PGI has treated the poor Cat A1, that Mad Dog almost seem reasonable (well for PGI logic anyway).

#1036 Dauphni

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Posted 08 January 2015 - 08:02 AM

The ears on that 'shopped Mad Dog are only twice the size of those on the Timberwolf!

#1037 MATRAKA14

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Posted 08 January 2015 - 08:20 AM

View PostUite Dauphni, on 08 January 2015 - 08:02 AM, said:

The ears on that 'shopped Mad Dog are only twice the size of those on the Timberwolf!


Here you can compare
Posted Image
Posted Image

#1038 DjPush

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Posted 08 January 2015 - 08:26 AM

Are the exposed missle pods easy to crit? I mean, if i shot one of those could i crit the weapon without having to destroy the armor of the arms first? I know if you shoot the ears of a Timber, their torsos just come off like paper.

#1039 Tolkien

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Posted 08 January 2015 - 08:31 AM

View PostDjPush, on 08 January 2015 - 08:26 AM, said:

Are the exposed missle pods easy to crit? I mean, if i shot one of those could i crit the weapon without having to destroy the armor of the arms first? I know if you shoot the ears of a Timber, their torsos just come off like paper.



They expand the arm hitbox, so the box (which is normally the catapult's arm hitbox) becomes much bigger/wider. It doesn't direct damage to the exact launcher you shoot at, it just applies the damage to the arm hitbox.

Edit: There is a quirk with the catapults where their missile doors reduce damage to the arm by 10% while closed, but they add a 0.5s firing delay to every shot for them to open up. You can toggle them open/closed with the slash key, but I have *no clue* if this old quirk dating back to closed beta is still even valid.

Edited by Tolkien, 08 January 2015 - 08:54 AM.


#1040 Dauphni

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Posted 08 January 2015 - 09:03 AM

I thought the addons themselves didn't affect the hitboxes, though the arms being LRM20 sized makes their hitbox correspond to the LRM20 size, instead of the normal LRM15 size.





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