Dire Wolf Mech Feedback - 1.3.299
#101
Posted 25 June 2014 - 04:27 PM
#102
Posted 25 June 2014 - 04:47 PM
The walk looks silly and doesn't fit a 100 ton mech. Looks more like tiptoeing on ice.
#103
Posted 25 June 2014 - 08:08 PM
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:
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
Posted 25 June 2014 - 09:23 PM
#105
Posted 25 June 2014 - 10:14 PM
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
Posted 25 June 2014 - 10:48 PM
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
Posted 25 June 2014 - 11:17 PM
The Ripper13, on 25 June 2014 - 08:08 PM, said:
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
Posted 26 June 2014 - 01:23 AM
#109
Posted 26 June 2014 - 03:34 AM
Eblean, on 25 June 2014 - 10:14 PM, said:
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
Posted 26 June 2014 - 09:24 AM
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
Posted 26 June 2014 - 09:56 AM
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
Posted 26 June 2014 - 11:46 AM
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
Posted 29 June 2014 - 10:14 AM
#114
Posted 29 June 2014 - 10:38 AM
#115
Posted 29 June 2014 - 11:09 AM
Edited by James Montana, 29 June 2014 - 11:10 AM.
#116
Posted 29 June 2014 - 11:55 AM
#117
Posted 29 June 2014 - 03:36 PM
#118
Posted 29 June 2014 - 07:47 PM
Nikolai 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
Posted 30 June 2014 - 06:39 AM
Panzerbjorn, 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
Posted 30 June 2014 - 01:00 PM
Probably a known issue, but the turning animation bug should be fixed too.
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