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Major Fail On The Cat's Box Launchers


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#81 Tooooonpie

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Posted 12 November 2013 - 10:03 AM

Kinda bad news guys....

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#82 Rhakhas

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Posted 12 November 2013 - 09:37 PM

That's not really bad news. Of course support can't do anything other than pass on word to the devs. But, the more people that send tickets to support, the stronger the case they'll have.

#83 Woozle

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Posted 13 November 2013 - 12:43 PM

Oh, so they want to play that game, huh? Well, this is also exactly like a prospective customer deciding not to buy said artist's painting because it uses the wrong shade of blue.

Want my money, PGI? Change it back.

#84 Airborne Thunder

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Posted 13 November 2013 - 03:53 PM

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LASERBEAK EJECT! RAVAGE EJECT!

#85 Sable Dove

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Posted 13 November 2013 - 05:14 PM

Using the Cat as an example, here's the updated mesh for the HBK-4J (please excuse the small size):


Posted ImagePosted Image


Though on a more serious note, I want to see how they handle the fact that you can cram 3 PPCs in below the missile racks. Or if you can remove the missiles entirely and be left with a hunchless Hunchback (my most successful 4J build was a simple 6-ML boat).

My only Cats right now are the C1 and K2, so this issue doesn't affect me directly, but their solution is still incredibly awkward and unnecessary.

Use the A1/C1 arms for 15 or fewer missiles. Use the C4 arms for 16 or more missiles. If they weren't lazy, they could actually stand to model a smaller box with just 10 or 12 tubes, or even a shield arm for if a player decides to use no missiles.

Do not allow the launching of more than 20 missiles at once from each arm (it's grossly impractical anyways). Want to fire 40 missiles from each arm simultaneously? Too bad. It's that simple. One weapon max in the box is ridiculous, especially when they force the player to use the large boxes.

#86 Simbacca

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Posted 13 November 2013 - 11:15 PM

Like others, I too do not like the changes made to the Launchers for the Catapult-C4. The C4 has the largest bays, so all the missile hardpoints should be located there. The additional missile points on the "ears" - really look ugly....


For Information: Catapult-C4 with 4 x SRM6 Artemis with 2 Med Pulse Lasers.

#87 Funky Bacon

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Posted 14 November 2013 - 06:44 AM

(Repost from that other thread)
How about one of these two versions? Sure you can't really see the change in mechlab or in-game, but at least it doesn't look like something from Scrapheap Challenge: Mechwarrior Edition.


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Try this for better quality tho.

Version 1. Kind of a modular layout thingy for all of them. Simple enough but not that great of a looker. Having different modules for each Variant may require a bit of work and more models to be loaded in game.

Version 2. Looks better and is the same for C4 and A1. C1 would use whatever it uses now.
The side pods are only used by the A1 and can only load max an LRM-10 or SRM-6. Top and bottom can load LRM-15

#88 Xeno Phalcon

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Posted 14 November 2013 - 07:03 AM

View PostTooooonpie, on 12 November 2013 - 10:03 AM, said:

Kinda bad news guys....

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That is a terrible analogy he has there, but along that line of thinking its closer to a soldier complaining about his camo being neon orange as opposed to pea soup green. (Or to be less obscure, catapult pilots not wanting to have even larger easy to shoot "ears", seriously someone get me a side by side screenshot of a dumbopult beside a stalker.)

#89 Tooooonpie

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Posted 16 November 2013 - 08:42 AM

Since Niko has increased his activity in replying to issues, I'd love a reply on this one if possible!

#90 Malleus011

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Posted 19 November 2013 - 10:53 AM

It's been tweeted 'We're working on it." Apparently the fixes or reversions aren't ready for the Nov 19 patch.

Just bumping the topic to remind PGI that we still care about getting this fixed.





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