sokitumi, on 16 March 2014 - 05:59 PM, said:
that's called settling for stupid.
you're telling me that in TT when you have that giant launcher it's 50% greater chance to hit that torso?
this isn't a game of dice rolls. zzz
in prev MW's there were special panels. in a perfect world, PGI could fiure out how to implement that. Not sure how that madcat wont be the easiest kill in the universe with the ears being RT/LT
I was saying "for the look of the lore based mech". The Griffin has the large drum LRM in lore and in stock. So, the first weapon slot filled will always be the signature "hump". Same thing for the Hunchback, Battlemaster and Thunderbolt (to name a few). After that, PGI created additional missile hard points, and decided to graft these additional hard points into the chest for appearances. Thus, the "made up" slots are filled last.
This doesn't mean that the larger system should end up in the chest with the smaller tube count, but, to preserve the look of the mech, they give the drum the first slot. Personally, I'd rather have the drum remain for hit box, and just place "armor plating" over the drum when there are no missiles. Removing the "hit box expansion" when missiles are installed, as it's always there as a part of the mech then. (Some of this is my own opinion, and I realize we may differ in opinion on this subject. But I agree, we shouldn't get penalized for placing certain weapons on your mech. My Battlemaster had to lose it's missiles, as it was costing me that side torso too much for the SSRM2s. However, if the hump was always there, then I'd be using that missile slot.)
Edited by Tesunie, 16 March 2014 - 06:16 PM.