Adder Screenshots Revealed!
#161
Posted 23 April 2014 - 02:34 PM
#162
Posted 23 April 2014 - 02:36 PM
#163
Posted 23 April 2014 - 02:38 PM
#164
Posted 23 April 2014 - 02:40 PM
BTW, those hardpoints. Are you serious, PGI?
#165
Posted 23 April 2014 - 02:40 PM
#166
Posted 23 April 2014 - 02:56 PM
101011, on 23 April 2014 - 11:58 AM, said:
EDIT: Sprouticus, none of the weapons excepting the flamer are locked.
fleshwoundNPG, on 23 April 2014 - 01:19 PM, said:
...but not as entertaining as those that STILL have no clue how the OmniMech customization rules will be in-game and how good* it will be.
All IS mechs should come with a description that says "The engine, armor, internal structure, jump jets, and weapon load outs are FIXED" because that is how it is. You can't change anything on a Inner Sphere mech except the paint job and yet in this game you can change everything.
Then PGI tells us that Clan mechs can't change their engines, armor or internal structure, and the one thing that Clans could do over Inner Sphere mechs, change their weapons freely, they cannot do. In fact Clan mechs can add or remove any equipment they like including jump jets and electronics warfare (as long as their clan uses said equipment.)
Got 12 tons of pod space? You can put 24 ER small lasers on your Clan mech if you so choose.
You see, the hard point system was a BUFF for Inner Sphere mechs. This "Omni" system PGI has come up with is a NERF for Clan mechs.
It's ass backwards.
On top of that there are numerous plans to nerf Clan weapons to not be as good as they were in the TT.
So is it really surprising that people think it is unfair to force the Adder to have this fixed weapon point? Especially when flamers are utterly useless in MWO (and useless by design I might add.)
#167
Posted 23 April 2014 - 02:58 PM
Corwin Vickers, on 23 April 2014 - 02:56 PM, said:
All IS mechs should come with a description that says "The engine, armor, internal structure, jump jets, and weapon load outs are FIXED" because that is how it is. You can't change anything on a Inner Sphere mech except the paint job and yet in this game you can change everything.
Then PGI tells us that Clan mechs can't change their engines, armor or internal structure, and the one thing that Clans could do over Inner Sphere mechs, change their weapons freely, they cannot do. In fact Clan mechs can add or remove any equipment they like including jump jets and electronics warfare (as long as their clan uses said equipment.)
Got 12 tons of pod space? You can put 24 ER small lasers on your Clan mech if you so choose.
You see, the hard point system was a BUFF for Inner Sphere mechs. This "Omni" system PGI has come up with is a NERF for Clan mechs.
It's ass backwards.
On top of that there are numerous plans to nerf Clan weapons to not be as good as they were in the TT.
So is it really surprising that people think it is unfair to force the Adder to have this fixed weapon point? Especially when flamers are utterly useless in MWO (and useless by design I might add.)
Yes, it is surprising. Clans are overpowered in relation to IS, and I believe that changing the way customization works is better than changing the actual gameplay. Again, fixed items are not new to the lore, and they should stay as they are.
#168
Posted 23 April 2014 - 03:11 PM
But considering where that flamer is placed that is going to play merry hell trying to use it AND see, thought the shadowhawk was bad, eh?
lol, technically it's a buff to the flamer. They were only useful for attempting to blind the enemy pilots, but now they are buffed to blind you as well.
#169
Posted 23 April 2014 - 03:29 PM
Dracol, on 23 April 2014 - 02:40 PM, said:
Love the Walking Dead reference.
Could the balancing for the clan mechs actually not be nerfed weaponry but slower speeds, unfavorable hitboxes, and fewer mechs in a match (10 vs 12)? I think it seems like a good idea to me instead of attempting to "balance" the weapons. It will be QQing of epic proportions unlike ever seen on these forums. The cries from clanners to have TT weapons values and the non-clanners for their weapons not being equal to IS weapons values.
A light mech can be slow if it is designed to fulfill a certain role. Take for instance the RVN-3L with a canon top speed of 97.2 kph. Since it was designed as an ECW mech it really did not need to go terribly fast because it was intended to stay with the main force. Most of us redesign it to you use it as an advanced scout and a striker.
Back on topic... What is the thing behind the mech on the left side? Is that a weapon arm that can shoot behind the mech? Seems strange.
Edited by IceCase88, 23 April 2014 - 10:03 PM.
#170
Posted 23 April 2014 - 03:34 PM
Appogee, on 23 April 2014 - 11:04 AM, said:
You just ruined it for me. You could at least make it something marginally useful like a ML.
Now I am really worried that I've bought $240 of gimped Clan Mechs.
If you look at Sarna and see the actual variants of the mechs this is the way its supposed to be with a fixed flamer
#171
Posted 23 April 2014 - 03:44 PM
IceCase88, on 23 April 2014 - 03:29 PM, said:
Could the balancing for the clan mechs actually not be nerfed weaponry but slower speeds, unfavorable hitboxes, and fewer mechs in a match (10 vs 12)? I think it seems like a good idea to me instead of attempting to "balance" the weapons. It will be QQing of epic proportions unlike ever seen on these forums. The cries from clanners to have TT weapons values and the non-clanners for their weapons not be equal to IS weapons values.
A light mech can be slow if it is designed to fulfill a certain role. Take for instance the RVN-3L with a canon top speed of 97.2 kph. Since it was designed as an ECW mech it really did not need to go terribly fast because it was intended to stay with the main force. Most of us redesign it to you use it as an advanced scout and a striker.
Back on topic... What is the thing behind the mech on the left side? Is that a weapon arm that can shoot behind the mech? Seems strange.
Sadly, I believe it is a pretty firm no to 10v12. This kind of invalidates pretty much everything to do with Clan organization, though, so I will keep on hoping.
#172
Posted 23 April 2014 - 03:45 PM
At least that idea is more useful than one flamer.
#173
Posted 23 April 2014 - 03:47 PM
Pyro Pete Sanchez, on 23 April 2014 - 10:43 AM, said:
I like the spindly legs, though. Those'll be hard to hit.
It looks to be about 4 stories tall (2 stories to that building on the left since the buildings there are 'double height').
From the last image, a comparison of the center and right ones either suggest the one on the right is shut off or it "reduces" its height profile when it stops. That or we have a crouch function coming up. o.o
Far as a mech that speed, that's pretty standard for light mechs. MWO has the impossible speeds only because repair and rearm got removed, delayed convergence removed, perfect pinpoint aiming and 'smooth riding' in first person; no one in their right mind would go much faster in an actual combat battlemech if any of those things were different right now.
Honestly I've got a Jenner and 2 Ravens that got 91.6 kph with speed tweak. The Jenner and Raven 2X sport PPCs (2X twin ER PPCs, Jenner 1 PPC + tag + 4 ML). The Raven 4X sports an AC/20. My Ember also goes 83.3 kph (no speed tweak yet) and excels quite nicely with an AC/5 AC/2 and laser mix; it's great fun and I call it my jumping Centurion.
Ember.
Taking out an AC/20 Blackjack at point blank in a BRAWL!
"Thinks its a Centurion."
Jenner.
Little order of events issue (parts of the video out of order), but a great match as a slow Jenner.
Edited by Koniving, 23 April 2014 - 03:52 PM.
#174
Posted 23 April 2014 - 03:47 PM
Appogee, on 23 April 2014 - 11:04 AM, said:
You just ruined it for me. You could at least make it something marginally useful like a ML.
Now I am really worried that I've bought $240 of gimped Clan Mechs.
Why the hell would you pay pgi 240 dollars for a clan pack when you dont really completely know what you are getting?/
#175
Posted 23 April 2014 - 03:49 PM
xxBLACKTHUNDERxx, on 23 April 2014 - 03:34 PM, said:
While sarna.net, in turn, got this info from TRO3050 (updated), where flamer is listed as built-in in main chassis, but there are two main counterarguments:
- it's MWO, not TT and in it flamers are useless for long time already, just a 0.5t waste
- original art locates flamer in the pelvis, what allows to use flamer without penalty (beside the very fact of using it)
Rhialto, on 23 April 2014 - 02:34 PM, said:
as I've mentioned, it is the place where flamer is supposed to be, check sarna for pictures.
Edited by Featherwood, 23 April 2014 - 03:53 PM.
#176
Posted 23 April 2014 - 03:49 PM
#177
Posted 23 April 2014 - 03:50 PM
#179
Posted 23 April 2014 - 04:05 PM
#180
Posted 23 April 2014 - 04:06 PM
Blitzace, on 23 April 2014 - 03:49 PM, said:
Why didn't you read the description of how they were going to handle omnimechs before you bought them?
However with better clan weapons, you may still do better with it than you expect.
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