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Adder Screenshots Revealed!


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#181 Iqfish

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Posted 23 April 2014 - 04:09 PM

View PostMokou, on 23 April 2014 - 02:38 PM, said:

PGI, did you ever know about "Anti-aliasing"?


Tehehehe :unsure:

#182 Zack Esseth

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Posted 23 April 2014 - 04:13 PM

View PostCorwin 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.)


Last I remember, customization was completely legal on IS standard chassis. The problem lies in what it takes to repair/refit/customize a standard mech vs an omni mech. And customization is further supported in the books with the likes of the Heavy Metal and a few franken mechs. But the time it takes to refit or customize a standard battle mech is days/weeks/months? Then that is why customizing is op in this game, because the time loss is gone, not it shouldn't be possible. Omni tech was purely to make refit faster, just happens to allow weapon transplants for customization at the same time at the cost of not being able to change the chassis material, armor levels and engines. But by all means, do prove me wrong if it is stated in a TRO or other source.

#183 Xoxim SC

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Posted 23 April 2014 - 04:20 PM

Looks good, much better than the Timberwolf.

#184 Anyone00

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Posted 23 April 2014 - 04:29 PM

View PostRhialto, on 23 April 2014 - 02:34 PM, said:

Is this old box thing in the middle a R2D2-like hologram projector?

Posted Image

Posted Image

But I thought that was an IS tech/tactic:
Posted Image

#185 Angry Frog

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Posted 23 April 2014 - 04:30 PM

Can't wait for the clan invasion. I have always been a fan of the Clans and the Northwind Highlanders when I read the books. Looking good keep them coming.

#186 mithril coyote

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Posted 23 April 2014 - 04:37 PM

not so much holographic as digital in the canon.. little transponder modules that can make scrap metal appear to be any kind of vehicle on sensors, to create live fire targets. during the clan invasion, there was a case where a test area got left on as the clans advanced on a base, andthe clans took to ripping the targets up having been deceived by them
the Fedsuns (davions and lyrans) even considered seeding battlefields with the modules by air, in order to create false targets to confuse the clans. their own mechs would have overrides to ignore the modules.

only time it showed up, so i guess the clans twigged to the idea and fit their own overrides, amking the idea less viable.

but a holo-decoy might make a neat module idea.. drop it like airstrike smoke, and it generates a copy of your mech for say, 20-30 seconds. make it have scan lines or some other holo-effect, so visually less likely to work up close.. but at range it might soak up some enemy fire

Edited by mithril coyote, 23 April 2014 - 04:40 PM.


#187 White Bear 84

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Posted 23 April 2014 - 04:46 PM

View PostZemo Zao Dracov, on 23 April 2014 - 10:50 AM, said:

That is one big slow light mech torso cluster.

Gonna be tasty eats!


Tasty eats for my precious it is... ...yesss...

Posted Image

#188 Shimmering Sword

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Posted 23 April 2014 - 04:55 PM

View PostMokou, on 23 April 2014 - 02:38 PM, said:

PGI, did you ever know about "Anti-aliasing"?


Mokou, did you ever know about web browser image downscaling?
The jagged images you are seeing are downscaled high res. If you want to be stuck with thumbnails suit yourself, ther rest of us will open them in full size and enjoy.

Edited by Shimmering Sword, 23 April 2014 - 04:56 PM.


#189 GalaxyBluestar

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Posted 23 April 2014 - 04:55 PM

how can you get the adder so right and the timberwolf so wrong ARGH!

#190 TELEFORCE

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Posted 23 April 2014 - 04:56 PM

What a beautiful rendition of the Adder! It's my favorite top-end light Clan omnimech to use on tabletop. I typically use it as a long-range fire support unit. I run a custom configuration using 2 ER Large Lasers, 2 ER Small Lasers, and the flamer of course, to set woods on fire for smoke cover, or frying PBIs (I have to keep it anyway since it's fixed equipment), and a targeting computer. I also have 5 additional double heatsinks to keep the thing heat-neutral.

I bet it will receive additional energy hardpoints for its primary configuration arms when it goes live.

#191 John Norad

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Posted 23 April 2014 - 05:17 PM

Very nice work.

#192 TurkeyMcCoolRay

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Posted 23 April 2014 - 05:26 PM

Very cool.

#193 FlameDragon

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Posted 23 April 2014 - 05:36 PM

Mech looks great, but thats where It ends for me. But the damn flamer is fixed?????? what is this!? how does that even have any use with a mech that has 2 ER PPCs, I wouldnt mind if it was stock and could be changed because lets admit some of the stock mechs are iffy at best. but WTF It says nowhere in the forums that clans were going to have fixed weapons. I for one am extremely annoyed. I really hope Im not stuck with a cruddy flamer on a mech that only has 3 hardpoints. to waste a CT hardpoint like that really blows. Great work art team though..

edit: I understand now the flamer is fixed according to the way the original mech is, but that still really blows. PGI really knows when to choose when to follow lore :\

Edited by FlameDragon, 23 April 2014 - 05:49 PM.


#194 101011

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Posted 23 April 2014 - 05:45 PM

View PostFlameDragon, on 23 April 2014 - 05:36 PM, said:

Mech looks great, but thats where It ends for me. But the damn flamer is fixed?????? what is this!? how does that even have any use with a mech that has 2 ER PPCs, I wouldnt mind if it was stock and could be changed because lets admit some of the stock mechs are iffy at best. but WTF It says nowhere in the forums that clans were going to have fixed weapons. I for one am extremely annoyed. I really hope Im not stuck with a cruddy flamer on a mech that only has 3 hardpoints. to waste a CT hardpoint like that really blows. Great work art team though..

You should try reading the thread, as it explains several times why you should have known it would be fixed. It is not PGI's fault if you do not know your lore.

#195 GalaxyBluestar

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Posted 23 April 2014 - 05:52 PM

View PostRhialto, on 23 April 2014 - 02:34 PM, said:

Is this old box thing in the middle a R2D2-like hologram projector?

Posted Image

Posted Image


Posted Image

package mechs {primes} adapt more tro art.

Edited by GalaxyBluestar, 23 April 2014 - 06:00 PM.


#196 Navid A1

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Posted 23 April 2014 - 06:11 PM

Now... THIS is a real clan adder...
Love the looks... the looks alone is shouting "Yes... i'm your nightmare" :D


I just wish the timber wolf could have this kind of sleek design for its legs instead of thunder thighs... :unsure:

#197 IraqiWalker

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Posted 23 April 2014 - 06:34 PM

View PostZack Esseth, on 23 April 2014 - 04:13 PM, said:


Last I remember, customization was completely legal on IS standard chassis. The problem lies in what it takes to repair/refit/customize a standard mech vs an omni mech. And customization is further supported in the books with the likes of the Heavy Metal and a few franken mechs. But the time it takes to refit or customize a standard battle mech is days/weeks/months? Then that is why customizing is op in this game, because the time loss is gone, not it shouldn't be possible. Omni tech was purely to make refit faster, just happens to allow weapon transplants for customization at the same time at the cost of not being able to change the chassis material, armor levels and engines. But by all means, do prove me wrong if it is stated in a TRO or other source.



You're spot on with your analysis. I think people are mostly angry because they thought they were getting OP mechs that will allow them to always win, and not actually realized what the real difference between Clan and IS tech was.

Clan mechs were "superior", because they had Endo-steel and FF in them by default, and that each mech had an XL engine that allowed them to function even after losing a Side Torso. While IS mechs for the armies (Read: Mass produced crap) had nothing but stock configuration. The army wouldn't spend the resources to upgrade each mech they have, not when they can get 3 more mechs for the same cost it takes to fully upgrade a light (my COM-2D fully customized costs almost as much as a stock Atlas ~7.35Mil C-Bills, for a customized COM-2D or you can use that to field a full lance of 4 light mechs)

Also, as far as the adder is concerned, that flamer by canon and structural design was irremovable, it wasn't a customization thing, the Prime chassis came with it buried in there, welded into the bloody thing.


View PostFlameDragon, on 23 April 2014 - 05:36 PM, said:

edit: I understand now the flamer is fixed according to the way the original mech is, but that still really blows. PGI really knows when to choose when to follow lore :\


They've honestly been trying to keep as close to the lore as possible with almost all mechs (The hero mechs are either apocryphal, cited, or just flat out made up) However, the flamer bit is because that actually came with the original design, it's welded into the frame, and is part of the actual CT. Since lore mechs have to worry about fighting infantry and urban warfare with lots of buildings, and cover, and guerrilla tactics, they had to be prepared for everything, that's why they had these things installed and welded into the light scout mechs. It doesn't translate as too useful to us in the game where it's purely mech vs. mech, but I'm pretty sure plenty of people would be pissed if they made the flamer removable.

Edited by IraqiWalker, 23 April 2014 - 06:39 PM.


#198 Ryoken

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Posted 23 April 2014 - 06:55 PM

Posted Image

View PostGalaxyBluestar, on 23 April 2014 - 05:52 PM, said:


Posted Image

package mechs {primes} adapt more tro art.


Well the box could be a bit less prominent, in comparison it looks to tall.

#199 Butane9000

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Posted 23 April 2014 - 06:59 PM

Looks good. Finally get a look at that camo in game and it's gooooood.

The fixed flamer bit might be miscommunication? Since they should be able to swap out the Flamer for at least a ER Medium Laser?

#200 IraqiWalker

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Posted 23 April 2014 - 07:06 PM

View PostButane9000, on 23 April 2014 - 06:59 PM, said:

Looks good. Finally get a look at that camo in game and it's gooooood.

The fixed flamer bit might be miscommunication? Since they should be able to swap out the Flamer for at least a ER Medium Laser?

Not in the prime configuration, the adder prime couldn't remove the flamer.

View PostRyoken, on 23 April 2014 - 06:55 PM, said:

Well the box could be a bit less prominent, in comparison it looks to tall.

I think that's more a problem with perspective, I want to see how tall it is standing next to a Firestarter, that should give us a better picture.





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