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Fixed Catapult Geometry Has Broken The A1

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#41 Jin Ma

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Posted 05 November 2013 - 05:06 PM

would have been much better if they left these alone honestly with how silly it looks now

very low quality work

Edited by Jin Ma, 05 November 2013 - 05:11 PM.


#42 Warge

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Posted 05 November 2013 - 05:07 PM

Catapults should have fixed number of tubes for each missile harpoint. And if LRMs are more than tubes - let's them fire in 2-3-4 salvos.

#43 Orbit Rain

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Posted 05 November 2013 - 05:09 PM

PGI, you're throwing money away. Why would anyone buy a Champion A1, when we're all gonna tell them not to buy them because of these borked missile boxes?

#44 Karyudo ds

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Posted 05 November 2013 - 05:12 PM

I do like the bolt on launchers in theory. Though I think the logic between the tubes should clearly be tweaked. No point in bolting on a bunch of extra boxes just to fire 6 missiles at a time per arm.

#45 verybad

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Posted 05 November 2013 - 05:14 PM

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...

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PPC and AC2


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Flamer and UAC5

OMG, I gotta CatBoner from that.

A1 looks reasonable to me, after all, if you're taking a non factory mech, then you gotta take the bad with the good. *shrugs*

#46 Kitty Bacon

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Posted 05 November 2013 - 05:14 PM

View PostMalleus011, on 05 November 2013 - 05:02 PM, said:

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Because that's all that'll fit.



You realize your arms are nearly twice the size now, right?


I can get over 700 damage with 2-5 kills in the C4 and its HUGE missile racks and die 85% of the time to a CT shot without losing a single ear. On average I lose an ear 1 out of 15-20 matches. I think I can live with my ears being slightly bigger.

#47 Ghogiel

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Posted 05 November 2013 - 05:14 PM

View Postoldradagast, on 05 November 2013 - 04:27 PM, said:

for a real laugh, compare them to a Stalker,

Oh god.

Can't wait to see how the stalker modular weapon revamp is going to go XD

#48 Kyynele

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Posted 05 November 2013 - 05:18 PM

View Postverybad, on 05 November 2013 - 05:14 PM, said:

A1 looks reasonable to me, after all, if you're taking a non factory mech, then you gotta take the bad with the good. *shrugs*


Do you have some reasoning why it's good that the moderately sized LRM15 missile boxes were switched to the considerably more massive LRM20 missile boxes from C4, even though the boxes can never have 20 tubes, since all extra launchers are strapped somewhere around it?

The strapped-on ugly stuff coud be somehow acceptable if the damn basic missile box would be the original size. This makes no sense whatsoever, and if this does indeed affect hitboxes, it's a major nerf to a chassis/variant that was already beaten pretty badly by newer mechs.

Edited by Kyynele, 05 November 2013 - 05:21 PM.


#49 Thejuggla

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Posted 05 November 2013 - 05:18 PM

Saw the pic does make it a little bigger. I already find the catapults arms (excluding k2)to be VERY easy to target this will make them even easier. I don't agree with the logic it hides a 15 lrm but not 3 5s. I guess having 3 lrm 5s means more launching mechinisms? But still if that's true it takes up the same slots than 1 lrm 15. Also huge disadvantage if the otter ones don't get effect by the door, do we know that for sure? Perhaps they still get the damage reduction for the door even though visually it doesn't cover them.

#50 Jin Ma

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Posted 05 November 2013 - 05:18 PM

that and the PPC arm barrel have been replaced with twigs.

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i'm glad i don't play this game anymore. would have been much worse to see them destroy these beautiful mechs with poor craftsmanship and shortcut mentality if i was still playing

Edited by Jin Ma, 05 November 2013 - 05:24 PM.


#51 verybad

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Posted 05 November 2013 - 05:21 PM

View PostGhogiel, on 05 November 2013 - 05:14 PM, said:

Oh god.

Can't wait to see how the stalker modular weapon revamp is going to go XD

6 PPCs..Might not be functional due to heat, but so what?

View PostKyynele, on 05 November 2013 - 05:18 PM, said:


Do you have some reasoning why it's good that the moderately sized LRM15 missile boxes were switched to the considerably more massive LRM20 missile boxes from C4, even though the boxes can never have 20 tubes, since all extra launchers are strapped somewhere around it?

Yep, because thats how they did it. Personally, it doesn't bother me, and I kind of like the new look *shrugs*

#52 Kyynele

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Posted 05 November 2013 - 05:24 PM

View Postverybad, on 05 November 2013 - 05:21 PM, said:

Yep, because thats how they did it.


Now that's good reasoning. Thank you for this inspiring discussion.

#53 Ghogiel

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Posted 05 November 2013 - 05:31 PM

Since there is a six tube launcher for the main missile box, what I don't get is why that a 3 S/SRM2 set up doesn't point to that geo instead of adding the extra boxes. A single SRM4 uses the 6 tube launcher as well so it isn't like they are super **** about it.

Really any combo of up 20 missiles should be viable in there. It only gets complex on the A1 because it has 3 hard points on each arm, I mean if it's too tight on UV space to do every permutation, just leave some extra tubes in there like they did for SRM4. :\

Edited by Ghogiel, 05 November 2013 - 05:32 PM.


#54 Tooooonpie

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Posted 05 November 2013 - 05:35 PM

As someone who recently picked up the C1 and been loving it to bits, I am annoyed by 2 things

1. The fact the ears are now literally over a 1/3rd larger than they were previously because of "artistic" changes and this wasn't taken into account balance wise, let alone comparing LRM15's size to other mechs with them

2. The pirate paint job has been changed - The skull is bigger, but a lot more derpy looking, and the "Missiles Everywhere" text has been changed to "Warning Incoming Missiles", and also looks blurrier

Also, in regards to point 1, saying "They will change LRM's to be more accurate in size on other mechs in the future" is not valid - This is not a beta, this is the full live version of the game, and Catapults shouldn't be disadvantaged while all the other mechs slowly get their models updated

#55 Daekar

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Posted 05 November 2013 - 05:37 PM

Two things: new guns are awesome to the point that they inspire words the filter would bleep out.

Very confused about the massive missile ears getting bigger. I already have trouble running LRMs in my Founder's Cat, not sure this is going to help matters.

#56 Morderian

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Posted 05 November 2013 - 05:40 PM

well i i hope PGI really redesign the gund again i mean ACs are looking good, Lasers are ok, Missiles depending on mech also look good exept for the Catapult where the changes are really ugly and unproductive, and PPC well they are too small in general on all the mechs where they were not standard,

old K2 PPCs looked like PPCs should, that what we have now are Light PPCs, thex dont look like Big energy gund that do 10 Damage now they are too small,
i mean they were ok on most of the other mechs, first disappointment came with the Phoenix mechs where they were not under the arm and looked really small (same with some Acs on the Thunderbolt) and now you put this sticks on the Catapult really PGI, sry but they ruined the Awesome look of the guns on it, which had that feeling of an big dangerous weapon now they look like thoothpicks

what comes next such an Thoothpick for the arm of an Awesome or maybe an AC20 with an AC2 Barrel^^

Edited by Morderian, 05 November 2013 - 05:43 PM.


#57 Daekar

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Posted 05 November 2013 - 05:43 PM

View PostJin Ma, on 05 November 2013 - 05:18 PM, said:

that and the PPC arm barrel have been replaced with twigs.

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Posted Image

i'm glad i don't play this game anymore. would have been much worse to see them destroy these beautiful mechs with poor craftsmanship and shortcut mentality if i was still playing


Go away and comment on the forums for the games you DO play. Your unconstructive comments do not help the devs nor the community decide how to deal with this issue.

And the PPC arms are now more in line with every other mech instead of the monstrous targets they were. Keeping your primary weapons intact is hardly a thing to complain about, nor is consistency in models.

#58 Roosterfish

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Posted 05 November 2013 - 05:46 PM

The beauty of this is that the designated missle mech gets strap-on launchers while all the rest of the mechs put LRM 20's into a 6 port hard point and it stays the same size.

#59 MoonUnitBeta

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Posted 05 November 2013 - 05:49 PM

View PostLord Perversor, on 05 November 2013 - 04:43 PM, said:

This is indeed a serious serious issue.

Now Catapult pilots are on a disadvantage unless they hangback and Lrm with them. And everyone knows missiles are a waste of resources and useless on Competitive meta!!!

Damn you PGI to make the Catapult a pug stomper as best!!

OH YEAH. Now LRM boats are the bomb with these sweet hot new upgrades. Who ever can't hit the broad side of a barn can sure hit these! But since LRM's are totally OP, the armor upgrade on the Catapults arms, and increased maneuverability buff, this is OK!!!

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But LRM's aren't op... there is not extra armor... there isn't any better turning or running speeds... this is a huge nerf to ALL builds that use the catapult for more than one missile hardpoint.


Awww yeah this is just the best thing ever since the wheel!
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Edited by MoonUnitBeta, 05 November 2013 - 05:54 PM.


#60 Morderian

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Posted 05 November 2013 - 05:50 PM

Deaker now they may fit to the other "Light PPCs" (http://www.sarna.net/wiki/Light_PPC) but they dont fit the K2, now the Arms of the K2 are too Big for the guns,

its the Same for an Gauss(http://www.sarna.net...ghlanderiic.jpg) but they made it good looking in the Artworks of MWO so the size is less an issue, but the new PPCs dont fit the K2 Artwork they just lokk like tiny stick that come out of an huge Box

Edited by Morderian, 05 November 2013 - 05:51 PM.






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