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Fixed Catapult Geometry Has Broken The A1

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#121 Amsro

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Posted 06 November 2013 - 05:02 AM

View Postgavilatius, on 06 November 2013 - 01:20 AM, said:



actually, I have a friend who played with those things and the door mechanic EXTENDS to those addons.

yeah, another facepalm


o.O

I get the logic of 15 Missile Launcher and 20 Missile Launcher caps for each arm.

Catapult A1 6M - 2 x 15 missile Launcher

Should be able to fit any combination under 15 inside each.

3xSRM4
3xSSRM2
2xSRM6+(S)SRM2
3xSRM2
3xLRM5

After 15 on each side, the "outside" launchers if they must be shouldn't be connected with the "missile door" function and instead act like regular direct fire missiles.

1xLRM15+2xSRM6
1xLRM5+1xLRM10+1xSSRM

The extra outside missile pods should gravitate to the inside location. For thru and thru missile boats there is no way around having lots of missile pods.

3xLRM15 would net you 30 extra missile ports outside the standard pods. LOL at the size of those, puts a little damper on lrm boats for sure. :)

This was definately rushed thru into patch, the concept wasn't fully thought out.

#122 DrSlamastika

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Posted 06 November 2013 - 05:09 AM

yes its wierd, you can put LRM 15 to each side, inside of arm, but you cannot put the same numbers of rockets - 3x LRM 5 inside.

Realy bad move :)

#123 Malleus011

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Posted 06 November 2013 - 07:14 AM

It seems to me that this issue had a really simple, clear progression instantly obvious to all.

The stock C1 and A1 have 15 tubes in the arm box. ANY combination less than 15 tubes should still be in the stock C1 box. Changing the 'tube plate' under the missile door to reflect the right number of missiles would be a nice cosmetic change, but not entirely necessary.

If a 'mech uses a load that has 16-20 tubes, it gets the C4 arms - but the launchers stay BEHIND the armored door.

Anything 21+ tubes starts adding ugly, tacked on dumbo launchers - increasing your arm hitbox size because you're shoving in so many launchers. (Though it feels reasonable to me to simply use the 20 tubes and stagger the volley ... like we've been doing).
And for pete's sake, revert to the old PPC's. Or at least tell us we can select them as a geometry option or upgrade under a later UI; maybe Magna Hellstars use the awesome heavy barrels but Donals use the skinnies.

#124 Steve Pryde

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Posted 06 November 2013 - 07:19 AM

Sorry but I hate the new PPC-arms on the K2, that's disgusting. And with these big LRM-"arms" the C1 looks damn ******, sorry.

#125 Statius

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Posted 06 November 2013 - 07:34 AM

I have to agree, besides the ACs, these changes are aesthetically terrible. The old K2 PPC looked great, and the new missle arrangement look both shoddy a seem a betray a hastiness on PGIs part.

Yes, there should be a petition.

#126 General Taskeen

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Posted 06 November 2013 - 07:41 AM

Tehe,

even Catalyst art keeps the missiles in the box

Posted Image

Those are SSRM6's in those boxes, (2 firing forward, 2 firing rearward, and symmetrically designed).

Granted that's a Madcat, but you get the idea.

Edited by General Taskeen, 06 November 2013 - 07:42 AM.


#127 BlackIronTarkus

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Posted 06 November 2013 - 07:57 AM

AHahahaha thats so bad... SO BAD! How incompetent do you have to be to make that, seriously... I can't even comprehend!

#128 Krivvan

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Posted 06 November 2013 - 08:15 AM

I actually rather like the extra missiles racks...at least aesthetically.

#129 Tahribator

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Posted 06 November 2013 - 08:34 AM

I just checked it and oh my god . . . PGI, why do you try to fix something that is not broken and make it absolutely worse in the process? It looks bad, it functions bad, it makes the mech less viable because you know, EVERY WEAPON is on those arms and they are as big as a locust now.

Please stop breaking perfectly fine mechs and do the customization for other mechs, please.

PS: K2 had awesome models for PPC's. Now they look like a pair of sewage pipes. Please revert them.

Edited by Tahribator, 06 November 2013 - 08:35 AM.


#130 Hillslam

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Posted 06 November 2013 - 08:36 AM

I do have to say that this now looks damn sexy!

View PostBP Raven, on 05 November 2013 - 03:20 PM, said:

On the plus side, the new PPCs look good, and mounting them in the side torso looks really slick. Nice also to see a dedicated flamer model, for what they're worth...

Posted Image
PPC and AC2


Posted Image

Flamer and UAC5


#131 Malleus011

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Posted 06 November 2013 - 08:39 AM

Oh, you liked these 'mechs?
Posted Image

Posted Image

You can't have them anymore. We now have improved versions that are worse.

#132 Fuggles

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Posted 06 November 2013 - 08:51 AM

just have to agree, the new PPC models in the K2 arms are a downgrade, they were better before and I cant see why they were changed. the mech doesn't look like its stock avatar anymore with its stock loadout. The missle "ear" variants make me want to, no wait, too late, they did make me throw up in my mouth.

#133 MoonUnitBeta

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Posted 06 November 2013 - 09:07 AM

View Postc91, on 05 November 2013 - 09:47 PM, said:


lol ... this looks ... cute. The 6 Streaker Cat looks like it could flap away.

Edit: I just don't get the sense of the missile cover anymore for LRM's if they stack it below the launcher and on the side of it. Isn't that the intention of the cover? Making it less vulnerable?

Weapon bay doors give a 10% reduction in damage when closed (note, only if the weapons hit the front of the door when closed... even when the doors are closed, hits on the side, top, back, or bottom do full damage.)

edit: I doubt that the bay doors being closed affect the launchers on the bottom.
but most people run with them open anyways..

Edited by MoonUnitBeta, 06 November 2013 - 09:08 AM.


#134 Roland

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Posted 06 November 2013 - 09:08 AM

I believe that the solution to this problem is that they need to remove the original "Missile Box" from the mech.

When you add in launchers to the arm, it needs to add on launchers to the "arm nub", just like adding a PPC to the K2 adds it to the nub.

Thus, if you only have a single LRM5 in the arm, it doesn't have a giant missile box. It has a small one. If you add a bunch of LRM5's, then it has a big missile box capable of launching all of those 5's.

#135 Trauglodyte

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Posted 06 November 2013 - 09:11 AM

Oddly enough, I kind of like it.

#136 NRP

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Posted 06 November 2013 - 09:15 AM

It's awesome. I love it! The biggest ears just got bigger. LOL!

The tears are amusing.

#137 Malleus011

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Posted 06 November 2013 - 09:24 AM

View PostNRP, on 06 November 2013 - 09:15 AM, said:

It's awesome. I love it! The biggest ears just got bigger. LOL!

The tears are amusing.


Glad we amuse you. I'm sure they'll 'Improve' your favorite ride somewhere down the line.

#138 oldradagast

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Posted 06 November 2013 - 09:24 AM

View PostDeathlike, on 05 November 2013 - 07:16 PM, said:

From my "list of mechs" (13) that has to be addressed with the modular hardpoint look, I think the mech that would be most affected by the future change is the Commando. Judging by the frakenmech job done on the missile Catapults, the arms of the Commando potentially can grow to Trebuchet proportions.

Speaking of the Trebuchet, it is the mech that may benefit to a degree from the missile hardpoint change (LRM15 max on many of the variants), but it is definitely going to suffer when adding all the proper energy hardpoints.

Another mech that stands to suffer is the Centurion, where the left torso will have to expand for the missile hardpoints. I've discussed about how the missile hardpoints dictate the most space on a mech... and now it's come to bear fruit...

"Artistic value" is PGI's priority over "Balance". Congrats I guess?


You know what'll really look insane?

An Awesome LRM boat - the 8R variant in particular. So, what are they going to do since the base variant has 2 LRM15's per torso but you can cram in 4 LRM15's total? Maybe make the widest mech in the game twice as wide? Add giant shoulder pods that are large as the arms? It's going to look really, really dumb unless they shrink the LRM15's down to half their current size.

Stalkers will look similarly insane when boating LRM's, though it may fix the problem of undersized Stalkers once they have a host of random missile pods covering them?!

Edited by oldradagast, 06 November 2013 - 09:25 AM.


#139 Deathlike

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Posted 06 November 2013 - 09:30 AM

View PostGeneral Taskeen, on 06 November 2013 - 07:41 AM, said:

Tehe,

even Catalyst art keeps the missiles in the box

Posted Image

Those are SSRM6's in those boxes, (2 firing forward, 2 firing rearward, and symmetrically designed).

Granted that's a Madcat, but you get the idea.


Imagine if they tacked on what they did with the Catapult onto the Madcat.

This terribad concept is bad, and PGI should feel bad. There should be a more intelligent way of making this better.

#140 Trauglodyte

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Posted 06 November 2013 - 09:53 AM

View PostMalleus011, on 06 November 2013 - 09:24 AM, said:


Glad we amuse you. I'm sure they'll 'Improve' your favorite ride somewhere down the line.


You can't improve the Locust anymore than what it is. If you did, it would be nothing but a gigantic boot. ;)

Edited by Trauglodyte, 06 November 2013 - 09:54 AM.






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