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Dire Wolf Mech Feedback - 1.3.299


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#101 Panzerbjorn

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Posted 25 June 2014 - 04:27 PM

CT is definitely either too big, too easy to hit, or too susceptible to the LRM rain. In game after game my DWF is cored-out in no time flat. I have over 100 points of armor on it and the Front CT still goes down super fast. It's kind of funny because when the little squirrels come at my DWF, they don't bother biting my ankles or exposing my back like they would when I'm in my Atlas - instead they target Front CT and tear me to pieces even faster! Something's definitely wrong there.

#102 KingVipes

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Posted 25 June 2014 - 04:47 PM

After having mastered all my dire wolf's, I can say the only thing that needs work is the ct hitbox and the walking animation. The ct needs adjusting as torso twisting offers no defense or barely any if all. The damage goes to the ct almost always.

The walk looks silly and doesn't fit a 100 ton mech. Looks more like tiptoeing on ice.

#103 Dolph Hoskins

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Posted 25 June 2014 - 08:08 PM

As a committed DW pilot I wanted to put forth my suggestion on hitbox layout. It is possible others have suggested this very same layout, but still wanted to cast my vote.

I cannot deny that almost no matter the circumstance the center torso of the DW seems to to be carved out. Torso rolling, turning, and just about any other evasive maneuver seems to do next to nothing to mitigate incoming damage.

I can take the mech's slow speed and cumbersome movements, but there does seem to be either a flaw or an issue with how damage is applied to the mech.

Here are my hitbox ideas:
Posted Image

Posted Image
Posted Image

I made no indication of the cockpit as I have never had an issue of it being too easy to take out. I imagine that PGI would have the metrics on all of the details to cross reference to everyone's suggestions.

Edited by The Ripper13, 25 June 2014 - 08:11 PM.


#104 Ahernar

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Posted 25 June 2014 - 09:23 PM

well in about 100 matches i was killed once by headshot and was almost killed on other ocasion . I think is ok . The mech kind of needs that CT vulnerability because it's a beast when fitted properly . As is my main mech now i would gladly accept a 10% reduction in CT area though :P .

#105 Shadow 101

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Posted 25 June 2014 - 10:14 PM

Im sorry but that hood is not part of the CT or ST, its a separate part of the mech put there for the sole purpose of protecting those areas from hits to the top of the mech. That is how the mech was designed, and having the hood take damage as part of the CT is a major flaw in what is supposed to be a fearsome, slow but well designed mech.


Having it take damage split 50/50 to the ST as your picture shows will just mean the ST will be destroyed in 2 seconds flat from missiles.

I dont know how PGI will go about solving this problem with mechs that have protective hoods, or even if they will. But it needs looking into.

#106 Mioka Zahou

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Posted 25 June 2014 - 10:48 PM

There is something wrong with the center torso because when I'm trying to torso twist I seem to always be hit in the center by lrms all the time and almost all match I've always been cored out of the match while the legs and arms are always fine.

Can we also increase the engine size to 350xl considering going a top speed of 53.8km is no fun and everyone quickly out paces you and trying to run from cover to cover quickly becomes a life and death situation that other mech would even blink at?

#107 Navid A1

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Posted 25 June 2014 - 11:17 PM

View PostThe Ripper13, on 25 June 2014 - 08:08 PM, said:

As a committed DW pilot I wanted to put forth my suggestion on hitbox layout. It is possible others have suggested this very same layout, but still wanted to cast my vote.

I cannot deny that almost no matter the circumstance the center torso of the DW seems to to be carved out. Torso rolling, turning, and just about any other evasive maneuver seems to do next to nothing to mitigate incoming damage.

I can take the mech's slow speed and cumbersome movements, but there does seem to be either a flaw or an issue with how damage is applied to the mech.

Here are my hitbox ideas:
...Pic1
...Pic2
...Pic3
I made no indication of the cockpit as I have never had an issue of it being too easy to take out. I imagine that PGI would have the metrics on all of the details to cross reference to everyone's suggestions.


The CT hitbox need to be even smaller... a portion of the nose's side should be part of the side torsos... giving the mech a reason to torso twist. The hood can be a separate hitbox with a damage distribution attributes... like the pelvis area in some mechs which splits the damage between legs.

#108 Fatal25

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Posted 26 June 2014 - 01:23 AM

Yes, the CT is way too big on this mech and it is extremely vulnerable to LRM, especially clan LRM which seem to have a higher trajectory then I.S. LRM and can hit you behind all but the tallest cover. The Direwolf is very fun to play, but as mentioned above even light mechs no longer try to leg me they just go for the huge CT. I have all three variants maxed and I have died to my CT being destroyed almost every time. Rarely have I even lost an arm or torso before being killed to CT damage. At least allow us to equip the AMS without having to give up two ballistic slots to increase our survivability to LRM.

#109 Dolph Hoskins

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Posted 26 June 2014 - 03:34 AM

View PostEblean, on 25 June 2014 - 10:14 PM, said:

Im sorry but that hood is not part of the CT or ST, its a separate part of the mech put there for the sole purpose of protecting those areas from hits to the top of the mech. That is how the mech was designed, and having the hood take damage as part of the CT is a major flaw in what is supposed to be a fearsome, slow but well designed mech.


Having it take damage split 50/50 to the ST as your picture shows will just mean the ST will be destroyed in 2 seconds flat from missiles.

I dont know how PGI will go about solving this problem with mechs that have protective hoods, or even if they will. But it needs looking into.



Oh believe me. I don't like the idea of the hood being any part of the torso either. I was making my hitboxes based off of what mech sections there currently are to work with though.

Unfortunately it seems that a mech with a visually designed protective feature like a large hood, just makes it a bigger target with bigger vitals.

#110 Gyrok

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Posted 26 June 2014 - 09:24 AM

Having looked at this more, here is the issue I see, even if you twist max range in the prime variant, you must literally TURN your mech with your legs away from the opponent to not take damage to the CT.

Now, that being considered, I would be ok with the current hit box size on CT if we had about 80% base twist range. That would allow a fully elited Dire Wolf to be able to twist away from the threat to protect CT without having to turn the legs too. Now, the other variants would still be somewhat less favorable, though I could live with that...

#111 Dolph Hoskins

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Posted 26 June 2014 - 09:56 AM

The increased torso twist may be enough to make damage rolling more effective.

My greatest uncertainty is if the current side to center torso layouts are right or are registering properly from all of the various combat scenarios.

It seems all too consistent that when an enemy is firing on you from a perpendicular angle (directly left or right of you) it seems the side torsos hardly ever get hit. I do know it has a fuselage type front end but there is still a good amount of what should be side torso broad side from either side that should be taking some hits.

I suppose the only way to be sure would to go in a private match with someone cooperative and slowly drag lasers across the DW sections to see where they currently begin and end.

I am under the impression that the side torso section that should cover the space between the inner elbow up to the back edge of the CT fuselage is registering as all CT. Side torsos only seem to mostly get hit from directly frontal or backside attacks and lrm dispersal. That part is just my observational guess though.

Edited by The Ripper13, 26 June 2014 - 10:00 AM.


#112 Gyrok

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Posted 26 June 2014 - 11:46 AM

Honestly most of the issue come from people aiming for the nose...you can still plainly hit it from the sides. If they adjusted it much at all, they should simply make the side torsos slightly come out onto the nose. Not saying a lot, but just enough to mitigate some of the damage from the side only. In your diagram, it would essentially be the rear most row of armor plating on the bottom of the nose that I could see being useful to change to ST.

Even then I am not sure that I would not just rather have the Torso twist range...you could roll damage a lot easier...in order to take the CT out of FOV or LOS from an enemy directly in front, you must turn your mech ~100-110 degrees away from them...you literally must partially expose your back armor to protect the CT.

Edited by Gyrok, 26 June 2014 - 11:59 AM.


#113 Rashkae

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Posted 29 June 2014 - 10:14 AM

Almost every single time I die in my DW, it's due to getting my CT cored. It's like the pre-tweak Awesome.

#114 0phialacria

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Posted 29 June 2014 - 10:38 AM

I like the hitbox ideas

#115 James Montana

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Posted 29 June 2014 - 11:09 AM

The center torso hit box is fine as is. How else am I suppose to kill it with my Hunchback, seeing how you crippled my primary weapon (AC20)? :wacko:

Edited by James Montana, 29 June 2014 - 11:10 AM.


#116 Kamelkaze

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Posted 29 June 2014 - 11:55 AM

Adjust the size of the mech. Make it bigger! Than the CT ist okay.. Its the smallest 100 ton Mech...

#117 Reported for Inappropriate Name

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Posted 29 June 2014 - 03:36 PM

I thought about it and I don't see why pgi would fix anything considering they already have your money.

#118 Koniving

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Posted 29 June 2014 - 07:47 PM

View PostNikolai Lubkiewicz, on 17 June 2014 - 11:31 AM, said:



Some crucial feedback on the Dire Wolves which deserves some urgent attention.

Animation bugs.
Hit detection bug (related to animation bug).
Gauss Rifle bug.

First, Warhawk with intended animations.
Then....how the heck does internal testing miss something like this? What were the testers doing?

Also it still drags its feet when it runs as if playing an animation for 64 kph, when only going 48.

#119 ImperialKnight

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Posted 30 June 2014 - 06:39 AM

View PostPanzerbjorn, on 25 June 2014 - 04:23 PM, said:


Are you kidding? 60 point alpha? 6.63 sustained DPS? I have a Timber Wolf with an 73 point alpha that can do a whopping 10.52 sustained DPS! You put a 60-point alpha on a Dire Wolf that can't move, can't jump and can't turn away and also has a CT hitbox as big as Nebraska and you're COMPLAINING?!


you obviously do not understand the difference between pinpoint dmg versus simple high dmg numbers. good luck with whatever you are advocating

#120 SpiceMelange

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Posted 30 June 2014 - 01:00 PM

Yes, please fix the ct hit boxes. This is reminding me of the kintaro.

Probably a known issue, but the turning animation bug should be fixed too.





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