Direwolf Revealed By Accident?
#81
Posted 27 May 2014 - 08:26 AM
#83
Posted 27 May 2014 - 08:45 AM
kyrdragon, on 27 May 2014 - 08:23 AM, said:
I really hope its just perspective.
Well it seems to be floating in space maybe it's near a black hole and just before passing the event horizon it's under spaghettification. Gonna need some pictures of one on the ground.
#85
Posted 27 May 2014 - 08:50 AM
WE HAS CITY TECH DIREWOLVEZ!
#86
Posted 27 May 2014 - 08:58 AM
Pariah Devalis, on 27 May 2014 - 07:42 AM, said:
The DHS question is just silly. It assumes PGI will do something they have NOT been doing. Arguing for something against a set pattern of behavior makes no sense. Arguing for something that has been a set pattern does. I am arguing logic here based on past patterns. You are arguing for a deviation in their set patterns. Why?
Right, they're keeping everything based on lore, including:
Clan LRMs with minimum range
Clan weapon range
Clan weapon heat
Double heatsink cooling value
Clan armor distribution
UAC jam rate
Nova torso
Omni pods that only hold specific weapons
Yup, no pattern of dismissing the lore for game balance. None at all.
Also
Edited by S3dition, 27 May 2014 - 09:29 AM.
#87
Posted 27 May 2014 - 09:59 AM
S3dition, on 27 May 2014 - 07:25 AM, said:
Desintegrator, on 27 May 2014 - 08:22 AM, said:
I didn't find it right now.
David Bradley explained how PGI's OmniMech system is intended to work here, and Russ Bullock confirmed which configurations will be available on June 17th here.
Paul Inouye confirmed in Dev Vlog 02 that OmniMech armor types (e.g. Standard or Ferro-Fibrous) would be locked & unmodifiable by players, but that OmniMech armor values would be player-modifiable
The canonical setups for each of the Daishi configurations are viewable here.
Russ confirmed that the initially-available Daishi configurations are the Prime, A, and B.
The minimum hardpoint allotments & locations of fixed items for each OmniPod (that is, each configuration's body locations) are known, as whey will be derived from the canonical setups.
Thus, theorycrafting using knowledge of which OmniMechs (and, thus, which OmniPods) will be available, the minimum hardpoints of OmniPods that are known to be made available, knowledge of which elements are locked and which are not, the locations of any critical slots consumed by fixed elements, and the described mechanics of PGI's OmniPod system (such as was done by Pariah Devalis here) can be done with accuracy.
#88
Posted 27 May 2014 - 10:14 AM
Strum Wealh, on 27 May 2014 - 09:59 AM, said:
Paul Inouye confirmed in Dev Vlog 02 that OmniMech armor types (e.g. Standard or Ferro-Fibrous) would be locked & unmodifiable by players, but that OmniMech armor values would be player-modifiable
The canonical setups for each of the Daishi configurations are viewable here.
Russ confirmed that the initially-available Daishi configurations are the Prime, A, and B.
The minimum hardpoint allotments & locations of fixed items for each OmniPod (that is, each configuration's body locations) are known, as whey will be derived from the canonical setups.
Thus, theorycrafting using knowledge of which OmniMechs (and, thus, which OmniPods) will be available, the minimum hardpoints of OmniPods that are known to be made available, knowledge of which elements are locked and which are not, the locations of any critical slots consumed by fixed elements, and the described mechanics of PGI's OmniPod system (such as was done by Pariah Devalis here) can be done with accuracy.
The argument was never about what already exists in battletech. It was whether or not PGI would follow lore exactly.
Pariah's argument is that they almost always follow lore.
My argument (and your links support) is that they willingly deviate from lore when needed for balance or sales.
a 100 ton mech that easily fits 4x uac5 or 2x uac20 can certainly be considered a balance problem. It can also run 6x uac2. This is all with a comfortable amount of ammo and heatsinks.
It's not unreasonable at all to believe that PGI might simply move 2 heatsinks to prevent this, as opposed to striking down an entire weapon system because of a single variant.
Edited by S3dition, 27 May 2014 - 10:19 AM.
#89
Posted 27 May 2014 - 10:14 AM
it looks horrible imho, they should stick to the first design.
#90
Posted 27 May 2014 - 10:18 AM
101011, on 26 May 2014 - 03:48 PM, said:
I have to agree, seeing the current "Humpty Dumpty had a hood and ACs" model makes me real glad I didn`T purchase a gold dire wolf.
Seriously, quite possibly the most feared clan assault mech bar none, and it looks like a ******* easter egg with that you can push out the front by lifting teh door (represented by teh hood).
Seriously, it looks like a freaking children`s toy, not like anything even remotely dangerous....
If you can`t tell, I am highly disappointed if this is in fact the actual ingame asset. FEAR MY EGG OF DEATH!!!.. ehm, mo
Edited by Zerberus, 27 May 2014 - 10:21 AM.
#91
Posted 27 May 2014 - 11:09 AM
Imperius, on 27 May 2014 - 08:26 AM, said:
BUT
If they can't find a different way to 'balance' them, be it speed, turnrate, field of vision, hardpoints, whatever.. it's fail, fail, FAIL. Why do they pay someone for being a game designer, if he can't come up with a more creative balancing approach then simply "hitbox too small? well then just make the model bigger!". Geez.
Btw. what is so wrong with having the hitboxes the way they come with the original design? Some mechs have a different damage profile than others. So effing what? The problem is pinpoint-damage, not non-uniform hitboxes across the board. Hell, there are too few distinctions between mechs anyway. Even then there's still some room to move hitboxes around without players noticing. And if they are too 'good', then nerf some other aspect.
Literally everything is better than balancing the mechs by making them fugly.
-edit-
On a side note, making it look like the mech is wearing diving goggles doesn't help the overall impression.
It could be that a lot of the comical look is due to the overly accentuated window frame.
Edited by John Norad, 27 May 2014 - 11:25 AM.
#92
Posted 27 May 2014 - 12:27 PM
But holy hell PGI, please do not screw up my beloved Dire Wolf! And when you do reveal it, please post screen shots with the proper perspective.
#93
Posted 27 May 2014 - 12:40 PM
this is a joke?
It is very ugly!!!
pgi wtf?!
#94
Posted 27 May 2014 - 12:52 PM
Edited by 101011, 27 May 2014 - 12:53 PM.
#95
Posted 27 May 2014 - 12:56 PM
What I am dissapointed at is the way they have 'announced' the Dire Wolf. Seems like someone fooked up a hell of a lot. I am rather upset. No real big announcement, no new video... Come on PGI.
#96
Posted 27 May 2014 - 01:08 PM
CoffiNail, on 27 May 2014 - 12:56 PM, said:
There are 10 types of people in this world:
- those who understand binary
- and those who don't
101011, on 27 May 2014 - 12:52 PM, said:
Those are much better! Why the first screenshot is always the worst?
#98
Posted 27 May 2014 - 01:12 PM
Odanan, on 27 May 2014 - 01:08 PM, said:
There are 10 types of people in this world:
- those who understand binary
- and those who don't
[/size]
Those are much better! Why the first screenshot is always the worst?
I fall in to the -and those who do not... I just know it is 43 because as he said, same clan.
#99
Posted 27 May 2014 - 01:13 PM
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