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Major Fail On The Cat's Box Launchers


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#1 FireDog

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Posted 05 November 2013 - 04:52 PM

Major, MAJOR, FAIL on the Cat's Box launchers...... You should have made different size box's based upon the number of tubes, with the tube themselves sized similar to those on other mechs. A single 2 tube SSRM launcher or even a 20 Tube LRM, should Not be larger than the mech's ENTIRE THREE front TORSOs combined! Idiotic artwork like this kills any kinds words to be said from the redone guns. Yep, with artwork like this my two SSRM Jenner should have the width of an Atlas!

#2 Tooooonpie

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Posted 05 November 2013 - 05:09 PM

I think while the intentions were good, and the artists probably put a nice amount of work into making the Catapult have dynamic weaponry, there was a SERIOUS lack of consideration for gameplay balance and appearance when it comes to implementing it, and I am quite disappointing that such a change wasn't considered by PGI again

I know you won't change them at all, since the artist put time and effort in, so hey, why would you change it? But in future, PLEASE start to realise that when changing mech appearance for the "better", gameplay is also considered rather than "Yeah, lets do that!"

Edit: PGI, please please PLEASE have a look at this topic to see just how problematic and major these "changes" really are: http://mwomercs.com/...-broken-the-a1/

Edited by Tooooonpie, 05 November 2013 - 05:27 PM.


#3 BigTaeng

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Posted 05 November 2013 - 05:47 PM

The box launchers are the 'Mech's arms. You would not expect other 'Mech's arms to change size would you? Sure the weapon barrels may change but not the entire arm.

#4 FireDog

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Posted 05 November 2013 - 06:14 PM

View PostBigTaeng, on 05 November 2013 - 05:47 PM, said:

The box launchers are the 'Mech's arms. You would not expect other 'Mech's arms to change size would you? Sure the weapon barrels may change but not the entire arm.

No the arms are the round tube under the box.

#5 Kitane

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Posted 05 November 2013 - 07:01 PM

There is nothing wrong with an idea of additional launchers. And I doubt they are actually included in the hitbox.

But they should take into account the original capacity of the ear and only add more launchers when the box is full. Fitting two SRM6 on an ear with capacity of 20 should not put six inside and six outside.

#6 Alwrathandabout42ninjas

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Posted 05 November 2013 - 07:19 PM

This is definitely major fail. Put the missile launchers back to the way they were please PGI. It was just fine. The add ons look absolutely ridiculous.

#7 SgtKinCaiD

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Posted 06 November 2013 - 01:19 AM

View PostKitane, on 05 November 2013 - 07:01 PM, said:

There is nothing wrong with an idea of additional launchers. And I doubt they are actually included in the hitbox.

But they should take into account the original capacity of the ear and only add more launchers when the box is full. Fitting two SRM6 on an ear with capacity of 20 should not put six inside and six outside.

Quoted for thruth !

#8 Tooooonpie

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Posted 06 November 2013 - 01:36 AM

View PostKitane, on 05 November 2013 - 07:01 PM, said:

There is nothing wrong with an idea of additional launchers. And I doubt they are actually included in the hitbox.

But they should take into account the original capacity of the ear and only add more launchers when the box is full. Fitting two SRM6 on an ear with capacity of 20 should not put six inside and six outside.
Just checked with a friend, they are DEFINATELY included in the hitbox - And what about the C1? Its been given launchers the size of the C4 for literally zero reason - Why? Thats literally over 1/3rd increase in the size of an already easy to hit target, how is that right when it was purely for artistic reasons? Thats insane

#9 Malleus011

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Posted 06 November 2013 - 11:28 AM

I'm pleased to see the K2 get proper AC barrels. That's a good change.

The new ERPPCs are a bit small. I'm not a fan. I'd like the option to get the old ones back.

There's no reason for the C1 to have giant C4 boxes. Please revert these. I'd be OK with it if I had an LRM20 on my C1, but I don't, so I don't deserve the big box penalty.

The A1 is harmed by this change. Not only is it also penalized with the bigger, easier to hit C4 LRM20 box, adding any missile launchers to the 2nd and 3rd hard points causes the arms to increase in size - even if the base launcher is an LRM5 or a Streak. Three SRM4 launchers should easily fit under the LRM15 box blast door, but instead you get an expanded arm with an extra 'lobe' and a VCR slung underneath.

This change is not only unappealing, it's harmful to the Catapult's gameplay. The mech is already oversized and easily shot in the head. Increasing the launcher boxes base size is bad enough. Increasing them further with 'add ons' not covered by the blast plate and increasing the arm hotboxes is just appalling.

At this point, I'd be happy to see the changes rolled back, even if I lost the excellent improved K2 ballistics. The best option would be to retain the new K2 ACs and revert to the old missile boxes.

Failing that, at least fix the C1 back.

TL:DR - Dumbo launchers bad. Old launchers good. Fix.

#10 Aggressor666

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Posted 06 November 2013 - 11:35 AM

they havent finnished working on the game yet same thing could be said for the centurion balistic arm no matter what you have in that arm (including nothing) it always shows the same gun
but just like tha atlas they will get to fixing it eventually I'm sure

#11 Otto Cannon

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Posted 06 November 2013 - 11:35 AM

While I understand how things like this can happen under time pressure, I have to say that this is unacceptably bad and needs to be corrected. Dynamic weapons need to be a good thing about this game rather than making people not want to play because their favourite mech looks awful with a normal non-extreme loadout.

#12 Scott Decoy Stone

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Posted 06 November 2013 - 11:50 AM

CAN SOMEONE PLEASE HELP ME SET THE ******* TIME ON THESE THINGS?!?!?!?!!?!?

Posted Image

also devs please see this thread:
http://mwomercs.com/...-broken-the-a1/

#13 Kymlaar

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Posted 06 November 2013 - 12:20 PM

This is far from limited to the catapult. The extra boxes are a very common and very artificial limit on many mechs. I know with a Quickdraw I can put on an LRM-15 and it will fire in two volleys of 10 and 5, but if I add an LRM-10 and an LRM-5 they have their own boxes and launch all at the same time. It's horrible to buy a mech only to discover something that you wanted to do with it doesn't work.

This also goes with that same mech and an SRM-6, which fires in a volley of 4 then 2, because it only added 4 tubes for it, even though it still has the 10 slot freed up.

Edited by Kymlaar, 06 November 2013 - 12:24 PM.


#14 NocturnalBeast

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Posted 06 November 2013 - 12:26 PM

If the Catapult A1 arms can fit an LRM 20 under the armored door, then why does my SRM-6 go on an external launcher now if I have two streak 2 and an SRM6 in the arm (10 tubes < 20 tubes)? The external launcher does increase thr size of the arm hitbox enough to make the A1 almost unplayable.

#15 Praehotec8

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Posted 06 November 2013 - 02:46 PM

They new launchers look awful. The catapults are one of (if not THE) best looking mechs in the game, and the new launchers look tacked-on, and detract from the appearance of the mech, even without taking into account balance considerations.

Please, Please, Please change them back, or at least allow 20 missiles to fit within the main launcher bays. I would rather see the launcher bays appear bigger rather than have these silly looking add-ons.

#16 Firewuff

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Posted 06 November 2013 - 02:54 PM

yeah, this is pretty ****.

#17 Malleus011

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Posted 06 November 2013 - 03:41 PM

Anything from PGI on this?

#18 Black Templar

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Posted 06 November 2013 - 04:07 PM

View PostKitane, on 05 November 2013 - 07:01 PM, said:

There is nothing wrong with an idea of additional launchers. And I doubt they are actually included in the hitbox.

But they should take into account the original capacity of the ear and only add more launchers when the box is full. Fitting two SRM6 on an ear with capacity of 20 should not put six inside and six outside.


+1
this needs to be fixed please. i get the idea, but it doesn't make much sense to me. it also ruins the look of one of the most iconic mechs in the game.

Edited by Black Templar, 06 November 2013 - 04:08 PM.


#19 tayhimself

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Posted 06 November 2013 - 04:22 PM

Typical ungrateful MWO community. You get two free VCRs with the A1 and still QQ.

Kidding aside, please revert the C1 launcher to be smaller than the C4 launcher.

If (total missiles in arms > 15)
- use C4 launcher
else
- use smaller C1 launchers
endif

#20 NocturnalBeast

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Posted 06 November 2013 - 06:25 PM

For those of you who don't believe that the external launchers increased the size of the arms on the A1, I seriously doubt that you have piloted one pre/post patch. I ran my A1 in five games last night and had at least one arm blown off within the first minute of the game in each game, which rarely happened pre-patch. I would like to have PGI post here and honestly, without a doubt tell us whether the arm hitbox was enlarged or not. Anecdotal evidence from players is nice, but will not put this to rest.





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