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Adder Screenshots Revealed!


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#201 mithril coyote

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Posted 23 April 2014 - 07:09 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?

no, the Adder has always had that fixed flamer. the design was made by the clans to fight the inner sphere, they expected to encounter a lot of conventional infantry (dudes with rifles), as well as a lot of flammable terrain (like forests), so they included a flamer into the core design of the mech so it would have a defensive weapon at all times.

it still has 16 tons of pod space for weaponry, so you can do some fun things with it.. especially with the ability to swap body parts for different hard points. you can expect the other two stock configs to have missiles and ballistics in their arms, and either missiles or energy in the torso's.

#202 Butane9000

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Posted 23 April 2014 - 07:10 PM

View PostIraqiWalker, on 23 April 2014 - 07:06 PM, said:

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


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.


Didn't know that about the Prime. Means it's probably going to be the least used CT. That being said I too wish to see some of these next to IS chassis.

#203 IraqiWalker

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Posted 23 April 2014 - 07:15 PM

View PostButane9000, on 23 April 2014 - 07:10 PM, said:


Didn't know that about the Prime. Means it's probably going to be the least used CT. That being said I too wish to see some of these next to IS chassis.


I wouldn't put money on that, see the flamer is part of the structure, so you still have 16 tons to mess with. With max armor, and what nots, I'd say you'd still have about 14 or so tons empty to put your other guns and components.

#204 Ryoken

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Posted 23 April 2014 - 07:24 PM

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


Posted Image

package mechs {primes} adapt more tro art.

There I fixed the Legbox to actually adapt TRO art:
Posted Image

The current legbox is 2x to big in height compared to the original TRO art.


Just compare how it should/could look and how it does look:
Posted Image

Edited by Ryoken, 23 April 2014 - 07:41 PM.


#205 mithril coyote

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Posted 23 April 2014 - 07:26 PM

View PostButane9000, on 23 April 2014 - 07:10 PM, said:


Didn't know that about the Prime. Means it's probably going to be the least used CT. That being said I too wish to see some of these next to IS chassis.

its not just the prime,. it is every single config. that is what fixed means. so every single adder in MWO will have the flamer.

#206 Shabahh Kerensky

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Posted 23 April 2014 - 08:15 PM

So of all the things to stick to canon, it's the one fixed flamer? Really? I was planning on taking it out to free up room for a heatsink or something. What is there to do with one flamer? Aren't they still like the worst weapon in this game? I'd rather have a fixed small laser.

Still sad about fixed engine rating too.

#207 Koniving

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Posted 23 April 2014 - 08:18 PM

View PostRyoken, on 23 April 2014 - 07:24 PM, said:

There I fixed the Legbox to actually adapt TRO art:
The current legbox is 2x to big in height compared to the original TRO art.
Just compare how it should/could look and how it does look:
Posted Image

Remember the actual Adder cannot torso twist. That was added so that it could and still house the parts necessary to walk.

Want to have 0 twist? Then you can get the smaller pelvis as most of the stuff required to make the legs move were in the torso instead.
You'd also have 0 vertical tilt to the torso, too, with everything 100% dependent on your arms. It'd just be angling forward or backward with your legs.
(Interesting fact is that the Jenner and Locust can't torso twist in lore either. Or the Kitfox or the Nova. Actually not sure on Kit Fox but think it can't. Matter of fact the Locust and the Nova had their Legs connected to their shoulders and the 'Arms' extended just beyond the legs and attached just outside of the start of the thighs).

But honestly looking at it didn't give me what you had.
Posted Image
The difference here is without the torso twist ability, the TRO version has the torso overlapping the hip axles (upper leg actuators).

But even then...
Posted Image

Fun fact, the sketch on the right? "TRO 3050 upgrade." Those are UAC/2s being depicted as 5 barrel guns, and this is before RAC tech! I love it! Just more fuel for the multi-shot = damage rating instead of single shot = upfront damage case for autocannons!

Edited by Koniving, 23 April 2014 - 10:14 PM.


#208 Zack Esseth

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Posted 23 April 2014 - 08:18 PM

View PostShabahh, on 23 April 2014 - 08:15 PM, said:

So of all the things to stick to canon, it's the one fixed flamer? Really? I was planning on taking it out to free up room for a heatsink or something. What is there to do with one flamer? Aren't they still like the worst weapon in this game? I'd rather have a fixed small laser.

Still sad about fixed engine rating too.

The purpose of the flamer is to fire it into the sky after you get a kill, you should also stand on stage with a metal band wile doing so. :(

#209 Koniving

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Posted 23 April 2014 - 08:18 PM

View PostButane9000, on 23 April 2014 - 07:10 PM, said:

Didn't know that about the Prime. Means it's probably going to be the least used CT. That being said I too wish to see some of these next to IS chassis.


I have the suspicious feeling that will be true of all CTs. All "configurations" are not variants but reworks of the same body. With the flamer fixed, it can't be changed and is part of every build. The flamer fixes promised for the Firestarter should have been here by now but we've yet to see a significant Flamer tweak since July 2012. Raising damage isn't a significant tweak. I'm talking about an entire reworking of it.

Something with a cooldown time, a decent chunk of damage and then burning over time without having to keep holding it down is what we need. Perhaps a ball of Napalm that catches fire when it hits you and burns for a while adding heat and damage and extinguishes before you fire again. Imagine if the ball of Napalm were like a PPC shot but close range. It hit, burns and gradually does something like 2 or more damage and extinguishes before you can fire it again. That way you can never actually "lock" someone into overheat. We can get these silly limitations done away with and the Flamer can be useful.

Edited by Koniving, 23 April 2014 - 08:28 PM.


#210 Shabahh Kerensky

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Posted 23 April 2014 - 08:24 PM

View PostZack Esseth, on 23 April 2014 - 08:18 PM, said:

The purpose of the flamer is to fire it into the sky after you get a kill, you should also stand on stage with a metal band wile doing so. :(


Burn baby burn! Disco Infernooooooo!
Not a metal band but it works

#211 SirLANsalot

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Posted 23 April 2014 - 08:26 PM

View PostBlitzace, on 23 April 2014 - 03:49 PM, said:

Fixed flamer, and sub 100 kph? I'm regretting my pre-order already. Why did I spend $150 dollars without actually seeing how these things would turn out?



Says a Founder....we bought our Founders packages on the same premiss, and many bought them to see what the game was like, then upgraded.

#212 SpiralFace

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Posted 23 April 2014 - 08:30 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?


Nope.

Adder by cannon has a fixed flamer in the head, Its not set up as Omnipod space.

Dev's have said that it will be pretty much "cannon" omni config construction rules with the one exception that you can change out armor.

So that means fixed Crit locations (no floating point ferro or endo,) And anything that isn't designated as "pod space" will be fixed to the frame with no chance to edit.

Which means you will not be able to remove the Flamer on the Adder, or the JJ's on the Summoner and Nova. As all of that stuff will be fixed equipment.

#213 Koniving

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Posted 23 April 2014 - 08:35 PM

View PostZack Esseth, on 23 April 2014 - 08:18 PM, said:

The purpose of the flamer is to fire it into the sky after you get a kill, you should also stand on stage with a metal band wile doing so. :(

Posted Image
Spoiler


Thinking about it, going by the size of the Raven the Adder is kinda tiny.

#214 SpartanFiredog317

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Posted 23 April 2014 - 08:49 PM

View PostInRev, on 23 April 2014 - 10:45 AM, said:

It's a sleek and damn sexy mech, but . . .



ouch, that hurts. Prime (ie: pre-order hero variant) will suffer from that . . .

PGI.... I DO NOT CARE ABOUT THE PRIME VERSION... TELL ME what other versions you have....

I.E. If it comes with the 2x CLRM20 version I will buy, else way too slow to be a light!!

#215 ThatBum42

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Posted 23 April 2014 - 08:49 PM

Gotta say, I think the art team is doing (and has done) a superb job of breathing new life into these musty ol' 80s designs. Really gives a feel of modern, sturdily-built things. :(

I do like the idea of curvy Clan mechs vs. angular IS mechs.

Also, is that LAMS?
Posted Image

Edited by ThatBum42, 23 April 2014 - 08:50 PM.


#216 IraqiWalker

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Posted 23 April 2014 - 08:54 PM

View PostThatBum42, on 23 April 2014 - 08:49 PM, said:

Gotta say, I think the art team is doing (and has done) a superb job of breathing new life into these musty ol' 80s designs. Really gives a feel of modern, sturdily-built things. :(

I do like the idea of curvy Clan mechs vs. angular IS mechs.

Also, is that LAMS?


I think that is LAMS.

Edited by IraqiWalker, 23 April 2014 - 08:55 PM.


#217 Lucky Moniker

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Posted 23 April 2014 - 08:55 PM

so much hate on the adder all of a sudden, as if no one realized what came on the mech, it was pretty transparent from the day they announced the first round of clan tech info it should have been VERY obvious what came with all of the mechs, just google it.

#218 IraqiWalker

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Posted 23 April 2014 - 08:55 PM

View PostThatBum42, on 23 April 2014 - 08:49 PM, said:

Gotta say, I think the art team is doing (and has done) a superb job of breathing new life into these musty ol' 80s designs. Really gives a feel of modern, sturdily-built things. :(

I do like the idea of curvy Clan mechs vs. angular IS mechs.

Also, is that LAMS?


I think that is LAMS.

View PostLucky Moniker, on 23 April 2014 - 08:55 PM, said:

so much hate on the adder all of a sudden, as if no one realized what came on the mech, it was pretty transparent from the day they announced the first round of clan tech info it should have been VERY obvious what came with all of the mechs, just google it.



Most people REALLY need to read the FAQs, and actually study up on the tech. Or even just look it up.

Edited by IraqiWalker, 23 April 2014 - 08:56 PM.


#219 SpartanFiredog317

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Posted 23 April 2014 - 08:58 PM

View PostIraqiWalker, on 23 April 2014 - 08:54 PM, said:

Considering that the other variants are just spare parts that give you arms with different hardpoints, yes. You can fit CLRMs on it. However, I think they all come with the built-in flamer.

All of these questions are answered simply by reading the FAQ they released months ago.

They have not stated which spare parts (I.e other variants) the Clan mechs will ship with.

a 97 KPH small profile mech shooting volleys of 40 missiles is worth having.... any fool can strap 2 ER PPCs on a 35 ton chassis .... and most of those fools can go 50% faster than this thing... with JJ or ECM

Edited by SpartanFiredog317, 23 April 2014 - 08:59 PM.


#220 Hoffenstein

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Posted 23 April 2014 - 09:10 PM

Looking Primo :(! Can't wait to see these puppies in-game.





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