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Fixed Catapult Geometry Has Broken The A1

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#761 stjobe

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Posted 30 June 2014 - 03:35 AM

My Commandos and Centurions can live with the static meshes they have had for the last two years, so please fix that damn eyesore you made the Catapult into post-haste.

#762 MeiSooHaityu

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Posted 30 June 2014 - 07:51 AM

View PostMATRAKA14, on 30 June 2014 - 02:56 AM, said:

Posted Image


Well, that is more promissing than a flat out "No", but it doesn't inspire a heck of a lot of confidence either.

#763 Exilyth

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Posted 30 June 2014 - 09:05 AM

SRM do more damage because they have a larger payload because they are fatter than LRM (and the rocket engine is more compact because they only need to travel a short distance, but meh physics...). So, for each two LRM tubes, the Cat should be able to mount an SRM tube (e.g. assuming an LRM20 as standard for the arm -> 10 SRM tubes). That would still require external add-on tubes for some SRM only builds, but wouldn't look as ridiculous.

View PostVercinaigh, on 06 November 2013 - 11:03 AM, said:

Life's too short NOT to get upset about things that can become a trend ruining the things you DO enjoy in your short life.

If I didn't have a signature already, this would be my new signature now.

#764 Mavairo

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Posted 30 June 2014 - 01:20 PM

Also the hit boxes need a repass on the Catapult.
When they made the STs larger (they did this during the repass of the Ears), they made it far far too easy to blow out a catapult's torsos and thus the mandatory XL engine.

PGI should take a policy of "If we don't understand how something works. Or why people like something. Leave it alone"

Edited by Mavairo, 30 June 2014 - 01:24 PM.


#765 Steve Pryde

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Posted 24 July 2014 - 12:48 AM

Don't forget Catapult!

#766 Barakus

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Posted 24 July 2014 - 01:07 AM

Team,

I would like to add my voice to this. The Catapult looks terrible now.

There is no benefit what so ever to visually represent those launchers on the model.

Please keep it in the launcher. If you are attached to the concept, you can change the size of the box on each arm as you add more missiles.

Keep up the good work.

#767 zudukai

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Posted 24 July 2014 - 06:16 AM

i would like to see those missile racks completely removed if you don't have any launchers installed....

#768 Ozric

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Posted 24 July 2014 - 06:27 AM

#neverforgetcatapult

#769 DarthPeanut

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Posted 24 July 2014 - 06:46 AM

I finally bought a Catapult-A1 this past weekend. After some tinkering with it I was like what are these awful additional pods?! Then I saw this thread and it all became clear.

They really are bad. The already huge missile box arms should fit the 40 tubes worth of launchers internally. I hope this is revised to some extent in the future.

I also notice when I have for example 4x LRM10 launchers on it (2 in each arm) chain fired. Despite the chain fire and a 10 launcher outside of the missile box door... it will delay the external rack from firing until the door opens for the internal rack. Then fire both at the same time. Does this for each arm every time the doors are closed and you fire a salvo. Once they open they chain fire as normal, one rack at a time. Is this correct??? It seems a little odd that the external would not fire without delay.

Edited by DarthPeanut, 24 July 2014 - 06:51 AM.


#770 Malleus011

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Posted 24 July 2014 - 07:21 AM

Yeah, they really messed the poor Cats up good.

Hopefully they'll fix them ... eventually.

#771 EgoSlayer

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Posted 24 July 2014 - 02:26 PM

Yeah, those big Dumbo ears that will cover LRM20's with ease will also fit any combination of SRM/SSRMs in the game. They should stay in the ears, not as add-ons.

#772 MATRAKA14

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Posted 24 July 2014 - 04:39 PM

How many mechs without "the mechlab treatment" remain?

#773 Henree

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Posted 24 July 2014 - 05:00 PM

hahahaha, fire someone already pgi! this and the quality of animation, especially on yo clan mechs.... it just looks fugly! why rush **** when you are already 2 years late with CW????


are those 2 games you spent the founders 5 million $ on ment to kickstart MWO finished yet?
if so, it is oke to stop a halfhearted job right about now.

Edited by Henri Schoots, 24 July 2014 - 05:03 PM.


#774 Hollow Earth

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Posted 25 July 2014 - 12:22 PM

View PostMATRAKA14, on 30 June 2014 - 02:56 AM, said:

Posted Image


Eh, i'd rather see Updated Cataphracts anyway so im okay. :)

View PostMATRAKA14, on 24 July 2014 - 04:39 PM, said:

How many mechs without "the mechlab treatment" remain?

Spiders, Commandos. Cicadas, Centurions, Cataphracts, Dragons, Awesomes, Stalkers. and to a lesser Extent Jagermechs and Ravens (Energy weapons if i recall correctly). so that is 8 mechs. (not conunting the Jagermech and Raven)

Though admittedly, it's funny to see a Large Laser shoot out of a Flamethrower.

Edited by Hollow Earth, 25 July 2014 - 12:23 PM.


#775 MATRAKA14

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Posted 31 July 2014 - 04:55 AM

What do you think, are the catapults in need of some quirks like the awesome, centurion, hunchback ones further than the launcher doors?

I mean now days a mad cat has more weapons, more hard points, more armour, and more speed, even JJ.
The only unique things that cats have are the 6 missile hardpoints of the A1 and the high mounted energy of the k2/jester.
The C1 and C4 are directly outperformed by the mad cats.

Also ninja bump :)

#776 MeiSooHaityu

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Posted 31 July 2014 - 06:12 AM

View PostMATRAKA14, on 31 July 2014 - 04:55 AM, said:

What do you think, are the catapults in need of some quirks like the awesome, centurion, hunchback ones further than the launcher doors?

I mean now days a mad cat has more weapons, more hard points, more armour, and more speed, even JJ.
The only unique things that cats have are the 6 missile hardpoints of the A1 and the high mounted energy of the k2/jester.
The C1 and C4 are directly outperformed by the mad cats.

Also ninja bump :)


Two things...

1. I'd like to see the doors go away if the arm armor drops below 75% of max armor. The doors are supposedly there to add armor, so if you take armor away, the doors should go away. It creates a risk reward. If you want quicker firing missiles without wanting to prop the doors open, you have to take less armor.

2. I would like to see Catapult quirks. Basically missile related quirks. Something to allow it to excel at being the optimal missile launch platform it was designed to be.

#777 Dauphni

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Posted 09 August 2014 - 10:09 AM

Well, technically, the Catapults were some of the first Mechs to receive their quirks, but of course this Cat can't have anything nice, so they were all straight nerfs.

#778 Jin Ma

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Posted 09 August 2014 - 06:49 PM

I honestly would not mind getting the cataputl's missile boxes and the small PPC barrel reworked instead of getting a new mech for one month.

#779 MATRAKA14

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Posted 12 August 2014 - 11:59 PM

View PostUite Dauphni, on 09 August 2014 - 10:09 AM, said:

Well, technically, the Catapults were some of the first Mechs to receive their quirks, but of course this Cat can't have anything nice, so they were all straight nerfs.


Im a catapult pilot since less than a year so which ones?



I was a really sad pilot watching this pictures the other day.

Posted Image


Posted Image

Posted Image

So so sad.

Edited by MATRAKA14, 13 August 2014 - 12:00 AM.


#780 Dauphni

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Posted 16 August 2014 - 04:55 AM

From the 19 March 2013 Patch notes:

Quote

Catapult Variant Quirks

- The CPLT-A1, CPLT-C1, and CPLT-C4 have had their torso twist angle reduced from 140 to 120.
- The CPLT-A1, CPLT-C1, and CPLT-C4 have had their arm pitch angle reduced from 45 to 35.
- The CPLT-K2 has had its torso twist angle reduced from 140 to 110.






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