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Fixed Catapult Geometry Has Broken The A1

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#601 zagibu

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Posted 31 March 2014 - 03:23 PM

The "main missile box" is also a weapon module, it's not part of the body. Depending on which launcher you fit first, you get one with 2, 6, 10, 15 or 20 tubes. Strangely enough, there are no boxes with 1, 4 or 5 tubes.

I'm just trying to understand the current system, to see if it could be used to make something that doesn't need attachements. My best idea so far is to simply have the box with all possible single-launcher tube counts bezels only occupying the bottom third, and then having the secondary and third launchers occupy a bezel within that box that cover the middle and top third respectively. Something like this:

Posted Image

There would be a red model with the box and a bezel for 1, 2, 4, 5, 6, 10, 15 and 20 tubes, and green and blue models that are only the bezels with 0, 1, 2, 4, 5, 6, 10 tubes (+ one with 15 for the green). Maybe the model count could be brought down if some combinations were merged, e.g. 2+2 would only show the red box with 4 tubes and green and blue with 0, same as 1x4. Not sure if the current system can do this, but the lack of 4 and 5 tube boxes makes me believe it can.

Simply having one bezel for all possible tube counts would be too much. Of course, this could be done with texture animation instead of requiring a model for each tube count, but this would probably mean code changes. The solution above could work with the current system, look reasonably good and require about 23 models, 5 more than the current solution, if no merging could be done, otherwise even less.

Edited by zagibu, 31 March 2014 - 03:54 PM.


#602 KnowBuddy

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Posted 31 March 2014 - 06:03 PM

View Postzagibu, on 31 March 2014 - 02:49 PM, said:

I have taken a look at the game files, and it's strange, there are only the attachements for the 4 tube launchers, no main box. Same thing for the LRM5. How does it look if you add 3 SRM-4 to one ear of the A1? Can someone make a screenshot with open hatch? Does it take the 10 box and add the 2 extra tube attachements?

I think the reason why they switched the larger box to all variants is because the box itself is actually not part of the body, but a "weapon module" itself. And they probably can't position those modules relative to each other.

Still, they should have switched all models to the smaller box, not the larger. Also, instead of attachements, have internal modules that fill upper, mid and lower third depending on how many launchers were added.


I don't have SRM4s, but this is an A1 arm with 3x SSRM2s:
Posted Image

These three weapons should all fit within the arm box. There is no functional, logical, or aesthetic reason why any of those three weapons should be outside the arm box. In fact, an LRM15 and two SSRM2s should be able to fit inside that arm box.

Stupid and ugly is stupid and ugly.

#603 zagibu

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Posted 01 April 2014 - 09:17 AM

Of course, it's also possible to go the "I don't care how things work, it's just bad so make it better" route. My post wasn't meant for this kind of people, though.

#604 Col Jaime Wolf

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Posted 01 April 2014 - 10:04 PM

i just don't know how much longer i can stand having my A1 sit in my mech bay stripped neked before i just give up and sell it :o.

so thank you PGI thank you so much for forcing me to have false hopes and a useless mech taking up a slot

Edited by Mellifluer, 01 April 2014 - 10:04 PM.


#605 Jin Ma

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Posted 01 April 2014 - 10:12 PM

View Postzagibu, on 01 April 2014 - 09:17 AM, said:

Of course, it's also possible to go the "I don't care how things work, it's just bad so make it better" route. My post wasn't meant for this kind of people, though.


doesn't matter how it works. they could have just left it alone. like they did with the L3's missile bay

#606 MeiSooHaityu

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Posted 02 April 2014 - 03:04 AM

I think Victor pilots are feeling a bit of our kind of pain after this last patch.

#607 stjobe

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Posted 02 April 2014 - 08:37 AM

View PostMeiSooHaityu, on 02 April 2014 - 03:04 AM, said:

I think Victor pilots are feeling a bit of our kind of pain after this last patch.

Really? They messed up yet another 'mech?

When will someone at PGI with functioning eyes and at least a modicum of sense stop this madness?

#608 Amsro

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Posted 02 April 2014 - 08:45 AM

As long as Paul has his Narf gun he will be trolling this game. I don't get how you can nerf one aspect when the ENTIRE thing isn't even remotely balanced.

This is teardown and rebuild territory. They have so many nerfs/tweaks/HSR/ghostheat/IStech/ClanTech. That they are truly lost in it all.

#609 Turist0AT

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Posted 02 April 2014 - 08:58 AM

View PostAmsro, on 02 April 2014 - 08:45 AM, said:

As long as Paul has his Narf gun he will be trolling this game. I don't get how you can nerf one aspect when the ENTIRE thing isn't even remotely balanced.

This is teardown and rebuild territory. They have so many nerfs/tweaks/HSR/ghostheat/IStech/ClanTech. That they are truly lost in it all.


and it will never stop?

View PostMeiSooHaityu, on 02 April 2014 - 03:04 AM, said:

I think Victor pilots are feeling a bit of our kind of pain after this last patch.


I feel for them too. And Awsome pilots and now raven pilots and atlas pilots. Me as a main Cataphract pilot, i got my slap in the face with the balistic nerf. Fell in love with energy... ghost heat, affecting all specialist builds(ballistic, missile and enery) . Gee thanks.

Edited by Turist0AT, 03 April 2014 - 05:07 AM.


#610 MATRAKA14

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Posted 02 April 2014 - 04:34 PM

Posted Image

#611 XphR

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Posted 03 April 2014 - 06:19 AM

View PostMATRAKA14, on 02 April 2014 - 04:34 PM, said:

Posted Image

I hope he doesn't take that as a personal act of aggression..

#612 MATRAKA14

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Posted 03 April 2014 - 07:15 AM

View PostXphR, on 03 April 2014 - 06:19 AM, said:

I hope he doesn't take that as a personal act of aggression..


Wait what?
My english is rusty. What i have done bad?

#613 stjobe

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Posted 03 April 2014 - 08:37 AM

View PostMATRAKA14, on 03 April 2014 - 07:15 AM, said:


Wait what?
My english is rusty. What i have done bad?

Nothing, don't worry. That was perfectly good English, and XphR took a dig at Paul, not at you.

#614 XphR

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Posted 03 April 2014 - 02:41 PM

View PostMATRAKA14, on 03 April 2014 - 07:15 AM, said:


Wait what?
My english is rusty. What i have done bad?

My apologies friend, you have made no offensive statements nor acts of aggression. As stjobe pointed out, I was making a joke about how quickly loud rabbits get caught.

#615 MATRAKA14

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Posted 04 April 2014 - 04:09 AM

2 days since the comment, and it seems that we have no answer.


Exploiting the topic of catapults.
I've been using my catapult for 3 months and I have two questions for the users of this chassis.

Is the k2 obsolete compared to the jaggermech?

Is the catapult really a good platform for lrm compared to other mechs?

Edited by MATRAKA14, 04 April 2014 - 04:10 AM.


#616 DEN_Ninja

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Posted 04 April 2014 - 04:20 AM

View PostMATRAKA14, on 04 April 2014 - 04:09 AM, said:

2 days since the comment, and it seems that we have no answer.


Exploiting the topic of catapults.
I've been using my catapult for 3 months and I have two questions for the users of this chassis.

Is the k2 obsolete compared to the jaggermech?

Is the catapult really a good platform for lrm compared to other mechs?


The difference between the Low Mounted Ballistics and the Arm Mounted ballistics of the jager differ greatly.

K2 is excellent at wielding quicker/lower cooldown ballistic to do a form of 'brawl autocannon'. All catapults are very good torso twisters that can shield the center torso by quickly rotations and then snap back to fire. K2 is superior in overall durability. The Jager does overall firepower better. Higher mount points to peek over hills and being able to place more ballistics into the arms.

IMO the best LRM boat would of been the treb if not for its gigantic size. It has speed and the ability to put on a viable LRM loadout.

For overall the Catapult is best. It has arm mounted LRM's and you can angle the arms upward for a better firing arc. It has the weapon bay doors for durability. It is MUCH faster than the stalker and thus much more viable. While it can't carry the same payload as a stalker but I like being able to follow the core of the team and reposition. Also jump Jets.

Stalker has Payload but Catapult has Speed and Maneuverability.

#617 Dauphni

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Posted 04 April 2014 - 04:36 AM

One thing the Catapult does very well is what I like to call LRM-brawling. Basically, you can use your speed and agility to consistently stay at ±200m, so that your targets CANNOT escape your missiles. Use tag and artemis to get the spread nice and tight, and now your LRMs are almost like super-streaks.

#618 DEN_Ninja

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Posted 04 April 2014 - 08:57 AM

View PostUite Dauphni, on 04 April 2014 - 04:36 AM, said:

One thing the Catapult does very well is what I like to call LRM-brawling. Basically, you can use your speed and agility to consistently stay at ±200m, so that your targets CANNOT escape your missiles. Use tag and artemis to get the spread nice and tight, and now your LRMs are almost like super-streaks.


C1 does this so well. A volley of lasers and LRM's to make you feel bad about charging a catapult down.

#619 BP Raven

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Posted 04 April 2014 - 03:28 PM

View PostMATRAKA14, on 04 April 2014 - 04:09 AM, said:

2 days since the comment, and it seems that we have no answer.


Exploiting the topic of catapults.
I've been using my catapult for 3 months and I have two questions for the users of this chassis.

Is the k2 obsolete compared to the jaggermech?

Is the catapult really a good platform for lrm compared to other mechs?


I do pretty well in my K2 running dual AC10s and quad MLs. Been running the build since last summer, so i'm pretty used to it by now, but you have to get a little creative with armour distrubution to make it all fit with a decent sized engine (i use XL 300). Front load your CT as much as you dare, since it's gonna take the biggest pounding.

#620 MeiSooHaityu

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Posted 07 April 2014 - 07:49 AM

View PostBP Raven, on 04 April 2014 - 03:28 PM, said:


I do pretty well in my K2 running dual AC10s and quad MLs.  Been running the build since last summer, so i'm pretty used to it by now, but you have to get a little creative with armour distrubution to make it all fit with a decent sized engine (i use XL 300).  Front load your CT as much as you dare, since it's gonna take the biggest pounding.


I used to run the dual A/C10s w/ 4MLasers.  It might be the best setup for the K2 at this point.  I changed it up only because I wanted something different.

I run an 1 A/C20 (3 tons ammo), 1 PPC, 3MLasers, DHS, (forgot the STD engine size, but with tweaks it does close to 80kph).  I had to get creative (It uses both Endo and Ferro), but it works and is pretty effective.

Long Range (450m+)...PPC
Medium Range (450 to 300)...PPC / MLasers
Medium/Short (The sweet spot 300m to 100m)...A/C20 and PPC alpha combo with MLaser follow-up
Short Range (100 and below)...A/C20 and 3MLasers

The ERPPC is a bit too hot to use, but the A/C20 helps negate the use of an ER anyway.

The dual A/C10 might be the better setup, but I find the build above a bit more interesting.

P.S. Fix the missile launchers ^_^ 

Edited by MeiSooHaityu, 07 April 2014 - 07:51 AM.






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