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Warhorn And Module Details Released


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#121 Valdemaar

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Posted 10 June 2014 - 08:23 PM

View PostCarnageINC, on 10 June 2014 - 07:43 PM, said:

I really hope PGI implements a toggle to eliminate the warhorns. They sound horrible and in my opinion the clanners are not into dub step garbage horn tooting.

For those of you who haven't seen this video on OutreachHPG posted by AveDominusNox, take a look at the future....




The only problem I have with that video is that A) it assumes everyone will be using war horns and :( I'm quite sure there were more than 24 horns going.

Personally I'm not too fond of most of the horns outside of the couple that remotely sound like horns but I still feel this is an overstatement.

#122 WILL WORK FOR AMMO

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Posted 10 June 2014 - 08:28 PM

So the radar deprivation module will counter the target-decay module, LRMs, and the 360 degree retention module which, based on how many times I've seen it mentioned, is probably underused? That sounds really overpowering, especially for the latter.
What will be the intended behavior between the radar deprivation module and NARC? I realize that the module is supposed to nullify target decay time, but I can't help but worry that it will cancel NARC when no one has LOS to the NARC'd target by some overlooked interaction.

Edited by WILL WORK FOR AMMO, 10 June 2014 - 08:31 PM.


#123 J0anna

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Posted 10 June 2014 - 08:30 PM

+1 from me, love the idea.

#124 CarnageINC

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Posted 10 June 2014 - 08:33 PM

View PostValdemaar, on 10 June 2014 - 08:23 PM, said:


The only problem I have with that video is that A) it assumes everyone will be using war horns and :( I'm quite sure there were more than 24 horns going.

Personally I'm not too fond of most of the horns outside of the couple that remotely sound like horns but I still feel this is an overstatement.


Yes this was an overstatement. It appears to be added into a video for effect. But the intensity of the game sometimes is like that, of course not for 2 mins straight. But the point is that you will hear them far to often even if not everyone cares one around.

Why not have a toggle for this stuff...why force it on a growing part of the community that doesn't like it?

#125 Grey Ghost

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Posted 10 June 2014 - 08:36 PM

View PostInnerSphereNews, on 10 June 2014 - 01:33 PM, said:

RADAR DEPRIVATION
If an enemy has targeted you and you
move out of sight, that target will be
instantly lost (no decay time)

How does this module interact with existing modules?

360 TARGET RETENTION

TARGET DECAY

Does it invalidate these modules because it's newer? If so, how long till we get a module that trumps RADAR DEPRIVATION? Also... :huh:

#126 Kinski Orlawisch

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Posted 10 June 2014 - 08:45 PM

Can we choose what we get or is it random?

#127 UNO168

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Posted 10 June 2014 - 08:52 PM

target deprivation, really?
Are you devs out of your unintellectual mind? this thing is literally a cloaking device, it counters two modules and one game mechanic
:target decay
:360 target retention
:default decay timer

unbelievable, you guys are basically covering existing design flaws by MAKING new design flaws.
I regret buying the clan package in the first place.

#128 Deathz Jester

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Posted 10 June 2014 - 08:53 PM

View PostShar Wolf, on 10 June 2014 - 07:30 PM, said:

I don't know - but when they re-built Phelan's Wolfhound into the Wolfhound 2C they told him they didn't have one to put on it.

IE: They wanted to put an AMS on it - but since they did not want to put an ammunition based system on an ammunition free design
They may have been making them in this time period - but that doesn't mean it was actually in production.

Edit: typo

Sorry for the awkward phrasing



I think you missed the point, I'm not talking about LAMS for Innersphere mechs, since Innersphere wasn't producing it until about 3054-59.

Its a clan component, why do the clan mechs not have LAMS when its available during this timeline to them? I'll pass on the rather pathetic module in favor of a heat generating ammunition free laser anti-missile system.

#129 Bernard Matthaios

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Posted 10 June 2014 - 08:55 PM

Ahhhhh!!! Please, please, PLEASE let there be a warhorn "mute" option!!! Simply annoying...

Edited by Bernard Matthaios, 10 June 2014 - 08:58 PM.


#130 Hayato1983

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Posted 10 June 2014 - 08:55 PM

Too much sounds to have in the field. f u can mute them, it be great

#131 New Breed

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Posted 10 June 2014 - 09:07 PM

View PostIron Harlequin, on 10 June 2014 - 07:14 PM, said:

So.. where the hell is LAMS?


"Researched first by Clan Wolf in 3045, (in production by 3048) and by the Federated Commonwealth in 3054 (in production by 3059), the Laser Anti-Missile System (LAMS) is an advanced variation of the standard Anti-Missile Systems fielded by both Inner Sphere and Clan militaries.

While the standard system utilizes a machine gun linked to specialized tracking systems, the LAMS uses a Small Pulse Laser, ensuring that the system never runs out of ammunition. It still has the same effect of reducing the roll on the cluster table by 4, however a laser system destroys the entire incoming volley on a net result of 1 or less.

While solving the frequent lament of the ammunition dependent standard system, the disadvantage is that even with the strength of each laser pulse reduced to the minimum required to destroy missiles, the heat build-up is much more significant.

The LAMS can be mounted both on BattleMechs and vehicles. As its heat build-up is high, the unit with an LAMS must carry enough heat sinks to counter the higher output it produces (5 heat points for Clan, 7 for Inner Sphere)."


http://www.sarna.net...-Missile_System



I tweeted russ multiple times on different days asking about it, no answer. Gave up.

#132 Tyzh

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Posted 10 June 2014 - 09:16 PM

The warhorns are ugly, take up too much space in the cockpit, and sound stupid. You should have just made like... I don't know. Something that is small or nonexistent in the cockpit and made a clan related sound. Like a wolf howling or a falcon screeching. Like jesus. It's not even a complicated idea.

#133 TheRealPope478

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Posted 10 June 2014 - 09:18 PM

I have to agree with the majority of posters on this subject.

First the radar decay thing is OP, but easy to fix. They have a module that extends target retention, just make this one do the reverse. REDUSES target lock time when you take cover not instadrop. That way a MECH using target retention tracking a mech with radar decay would give a net 0 gain on tracking time.

Also the warhorns are garbage. I'm sorry but you want $240 from me then please put some more thought into this. As many have said what we all thought was that a quick 1-2 second RAWR from a clan totem would sound. These warhorns are not only annoying they are too long.

Honestly a call from a clan totem would not only be more "cool" it could also serve a real in game purpose. When I was watching the tournaments, the videos where kind of hard to see who was winning. Now if say clan wolf was fighting clan jade falcon with both sides using clan totem horns it would be fun and easy to track the battle when horns sound. Wolf growls = wolves are winning. 2 falcon screams = falcons came back.

So if you are not going to change these things before launch you should make totem sounds ASAP and give all clan prepurchasers them for free when they are made. I have been in business long enough to know if you drop the ball you make it right, don't be greedy.

#134 Reggimus

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Posted 10 June 2014 - 09:27 PM

soo glad I stopped spending money on this game. Still enjoy giant stompy robots, but i think it needs another year to iron out a few more kinks before i'll put cash into it again.

#135 Alaskan Nobody

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Posted 10 June 2014 - 09:28 PM

View PostIron Harlequin, on 10 June 2014 - 08:53 PM, said:

I think you missed the point

Try reading it again.

The Clan technicians could not put it on the Clan rebuild of the mech.


But then - actually reading what people wrote is soooo hard.

Edit: spelling

Edited by Shar Wolf, 10 June 2014 - 09:29 PM.


#136 MonkeyCheese

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Posted 10 June 2014 - 09:31 PM

View PostShinVector, on 10 June 2014 - 04:51 PM, said:

  • AMS Overload - Looks like something I should get for Firestarter S... Double AMS, 3 Tons of AMS ammo, AMS range module and now AMS Overload... Good to love watching LRMers cry foul.

Why not a 3M locust with 2 ams, ams range module and ams overload?

View PostMister Dubis, on 10 June 2014 - 04:58 PM, said:

I like the Isobaric because it kind of reminds me of Godzilla and I love Godzilla.... the rest are kinda meh...

Was thinking the same thing

#137 ShinVector

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Posted 10 June 2014 - 09:45 PM

View PostMonkeyCheese, on 10 June 2014 - 09:31 PM, said:

Why not a 3M locust with 2 ams, ams range module and ams overload?


It work still work accept one of them has an extra 15 tons to play with and less likely to die from 1 Alpha from Dual Gauss or AC20 ?

Actual reason is because the dual AMS implementation on the Firestarter S is Symetrical..
It just looks much cooler to have a CIWS on each shoulder. :huh:

#138 CtrlAltWheee

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Posted 10 June 2014 - 09:51 PM

Warhorns have the potential to be cool. This is fixable.

Get rid of all those sounds except maybe Isobaric. Replace them with the suggestions from the community.

Please. Fix this like you did the clan logos. That is 100% ok to admit something missed the mark and redo it.

#139 Kaptain

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Posted 10 June 2014 - 09:53 PM

Ugh just like the last few months. Warhorns could have been so cool... I like killing giant robots but I am glad I did not buy a clan anything. Seriously how does stuff like this keep happening?

Edited by Kaptain, 10 June 2014 - 09:54 PM.


#140 charov

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Posted 10 June 2014 - 10:07 PM

Best idea ever for the warhorns!



PLEASE PGI, PLEASE! I'm a loyal customer and I also bought the Masakari pakage.. please, I beg you! Give us the Trololo warhorn! :huh: :D :D

/jk





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