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Fixed Catapult Geometry Has Broken The A1

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#541 Mathies Jaeger

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Posted 12 March 2014 - 03:29 AM

View PostSirLANsalot, on 11 March 2014 - 06:51 PM, said:


PGI has been going back and implementing things so you can Visually see how many "guns" a mech has. This is why they did that to the Catapult. Now you can SEE how many missiles the mech is carrying, if he is at full hard-points, or is he short a few? So you can tell what the mech has at a quick glance and see if he is a major threat or someone out for a leisurely stroll through a hostile environment.


We already had this information on the paper doll when you target the mech. Far easier to read at a glance, too, then trying to count up all the tubes on the extra pieces hanging off the ears. No need to make such ugly and illogical changes to the Catapult's visuals. Why on earth can't 6 ports for 3 SSRM2's fit within a smaller space than was used to house an LRM20? On principal, I like the idea of visual updates, but in practice... not every laser needs to look like a small rectangular box.

#542 XphR

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Posted 12 March 2014 - 07:12 AM

Fix My Cat...

#543 Degalus

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Posted 12 March 2014 - 07:17 AM

View PostDegalus, on 11 March 2014 - 09:46 AM, said:

I know im not a realy good Drawer but this is one of my ideas how a Catapult could look better while using the modular Weaponsystem.
Just an idea:
Posted Image


Have updated a little bit my idea drawing.
Oh and here an example of Armorplates on the tiny barrel: (yea it doesnt look good i know...*not the best drawer*)

Posted Image

Edited by Degalus, 12 March 2014 - 07:20 AM.


#544 SirLANsalot

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Posted 12 March 2014 - 07:26 AM

View PostMathies Jaeger, on 12 March 2014 - 03:29 AM, said:


We already had this information on the paper doll when you target the mech. Far easier to read at a glance, too, then trying to count up all the tubes on the extra pieces hanging off the ears. No need to make such ugly and illogical changes to the Catapult's visuals. Why on earth can't 6 ports for 3 SSRM2's fit within a smaller space than was used to house an LRM20? On principal, I like the idea of visual updates, but in practice... not every laser needs to look like a small rectangular box.


Its useless yes when you taget it because you can then read what it has, but when your busy fighting something else. Its good to be able to see whats on the OTHER mechs around him while killing there buddy. Thats why they did this, was it good? No, but at least they did make it look like a Field refit with Bolt on launchers, which in its own way, makes it look cool. At least you dont have to open the doors on the addons, so no .5 firing delay.




As for the A1 Itself. There is no build for it that utilizes its FULL power due to IS launchers being so heavy. 6 LRM10 has been the best it can do so far in terms of pure firepower even in chainfire. 6 LRM5 is just trolll as any AMS mech will just laugh at you all day as you deal no damage to them. You might get 1 or 2 missiles though,,,maybe, but again, its an LRM 5, AMS kills 6-7 missiles. At least an LRM10 would get though. As for using streaks with LRMs.....your hurting your LRM firepower to pack on something close to defensive...and not succeeding. The Splat cat was dead long ago when people learned to shoot the Ears off, and leave you for dead. Same thing applies to the streak cat, which is why the A1 is a horrid mech. A1 was made without any defensive guns, and in a game like this...thats a death knell for any mech chassis. The original C1 was the best one made, with 4 ML for backup and a pair of 15's, it hurt (and still dose I love my founders cat).

#545 MeiSooHaityu

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Posted 12 March 2014 - 07:41 AM

View PostSirLANsalot, on 12 March 2014 - 07:26 AM, said:

As for the A1 Itself. There is no build for it that utilizes its FULL power due to IS launchers being so heavy. 6 LRM10 has been the best it can do so far in terms of pure firepower even in chainfire. 6 LRM5 is just trolll as any AMS mech will just laugh at you all day as you deal no damage to them. You might get 1 or 2 missiles though,,,maybe, but again, its an LRM 5, AMS kills 6-7 missiles. At least an LRM10 would get though. As for using streaks with LRMs.....your hurting your LRM firepower to pack on something close to defensive...and not succeeding. The Splat cat was dead long ago when people learned to shoot the Ears off, and leave you for dead. Same thing applies to the streak cat, which is why the A1 is a horrid mech. A1 was made without any defensive guns, and in a game like this...thats a death knell for any mech chassis. The original C1 was the best one made, with 4 ML for backup and a pair of 15's, it hurt (and still dose I love my founders cat).


I've never really been satisfied with the A1. Except for the occasional good match, it seems often underwhelming. I as well prefer the Catapult C1 when it comes to a missile variant. I know some people prefer the C4, but I would rather sacrifice 2 Missile slots for 2 energy (especially because the C4 can only cary 1LLaser or 2Mlasers and smaller).

I still think the K2 might be my favorite overall, however I do still take my C1 out rather frequently.

Edited by MeiSooHaityu, 12 March 2014 - 07:42 AM.


#546 Jin Ma

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Posted 12 March 2014 - 08:56 AM

View PostDegalus, on 12 March 2014 - 07:17 AM, said:


Have updated a little bit my idea drawing.
Oh and here an example of Armorplates on the tiny barrel: (yea it doesnt look good i know...*not the best drawer*)

Posted Image

View PostDegalus, on 12 March 2014 - 07:17 AM, said:


Have updated a little bit my idea drawing.
Oh and here an example of Armorplates on the tiny barrel: (yea it doesnt look good i know...*not the best drawer*)

Posted Image


i thought it was assumed that regardless of the barrel diameter. the PPC is always the same size for any mech. So i don't really see why they slimed down catapult's barrel

#547 Dauphni

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Posted 12 March 2014 - 09:10 AM

View PostSirLANsalot, on 12 March 2014 - 07:26 AM, said:

As for the A1 Itself. There is no build for it that utilizes its FULL power due to IS launchers being so heavy.

Actually there is. Read it and weep: http://mwo.smurfy-ne...4b2530b9fec7117 It's fast enough to stay in its optimal 200-250m range, and it destroys everything from Jenners to Atlases.

#548 MeiSooHaityu

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Posted 14 March 2014 - 03:05 AM

Still, optimal A1 build or not, when trying to achieve that optimal build you shouldn't have to deal with dumbo ears on the Catapult.

It still boggles the mind how ridiculous the Catapult looks with those things. It's not only the size of those missile pods, but how tacked on everything looks.

#549 Malleus011

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Posted 14 March 2014 - 05:51 AM

I don't see why they can't just revert to the previous models and fix the problem on their own time.

#550 Dauphni

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Posted 14 March 2014 - 06:41 AM

Posted Image
Posted Image

Come on. Just look at those and compare them to what we have now.

#551 Turist0AT

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Posted 14 March 2014 - 07:26 AM

Now this girl wont fit it on her nail!

#552 Amsro

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Posted 14 March 2014 - 07:43 PM

View PostSirLANsalot, on 12 March 2014 - 07:26 AM, said:

At least you dont have to open the doors on the addons, so no .5 firing delay.


This is false, go try it, the missiles still all have the delay. Even the "outside" launchers.

15 or 20 missiles should fit in the catapult, this is what the missile pod is for. Unless your trying to cram more missiles in then can fit they should all be in the pod.

View PostUite Dauphni, on 14 March 2014 - 06:41 AM, said:

Posted Image
Posted Image

Come on. Just look at those and compare them to what we have now.


Such win.

#553 Jin Ma

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Posted 14 March 2014 - 07:59 PM

View PostUite Dauphni, on 14 March 2014 - 06:41 AM, said:

Posted Image
Posted Image

Come on. Just look at those and compare them to what we have now.


twas such a majestic creature before her fall from grace.

#554 Turist0AT

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Posted 15 March 2014 - 02:14 AM

Makes me sad <_<

#555 Dauphni

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Posted 15 March 2014 - 03:10 AM



#556 Simbacca

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Posted 15 March 2014 - 06:57 AM

View PostTurist0AT, on 15 March 2014 - 02:14 AM, said:

Makes me sad <_<

Same here. The extra missile boxes (and now oversized missile boxes on the C1) make them look like Frankenmechs...

#557 BP Raven

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Posted 15 March 2014 - 03:35 PM

View PostAmsro, on 14 March 2014 - 07:43 PM, said:

This is false, go try it, the missiles still all have the delay. Even the "outside" launchers.


I was going to make this post a day or two ago, but went and tried it first to check and lo and behold, the fire delay is gone from the external launcher pods. Guess they stealth patched that it sometime, because it wasn't to begin with.

#558 Malleus011

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Posted 15 March 2014 - 05:55 PM

Of all the crap they could spend time fixing ...

#559 Lyoto Machida

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Posted 16 March 2014 - 01:48 PM

View PostMalleus011, on 15 March 2014 - 05:55 PM, said:

Of all the crap they could spend time fixing ...


This post doesn't make sense with your sig...

#560 Malleus011

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Posted 16 March 2014 - 02:13 PM

My reply was referencing the above post, about fixing the launch delays for exposed tubes.





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