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Clan Invasion: Second Wave - Mad Dog/vulture Design Discussion


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#41 Utilyan

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Posted 03 August 2014 - 11:28 AM

View PostJacobei, on 03 August 2014 - 11:15 AM, said:

ELEMENTAL!!! I WANT MINE NOW

There should be a Elemental Game mode. So if your mech dies you respawn in a Elemental at base. And it all ends when one team is left with no mechs, and the surviving mechs have to make a run for a drop ship while the elementals try to kill them, so there can be bittersweet victory :P

#42 CyclonerM

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Posted 03 August 2014 - 11:30 AM

Original one. It makes sense.

#43 Keeshu

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Posted 03 August 2014 - 11:33 AM

View PostLord Perversor, on 03 August 2014 - 11:17 AM, said:


Wait until we get the Mad dog A 6x Srm 6 1x C-erPPC and 1x LBX 5 for the lulz

Also about the Mad dog not being slow like the Warhawk it will be a 81-89 KPH vs a 64-71 KPH wich is not really bad for an 85 tonner (i luv the Warhawk speed and mobility for an assault.)

The A variant is going to be the biggest difference between the Mad Dog and Timber Wolf outside of design and quirks. I look forward to doing 2 LRM, 4 (s)SRM with a couple backup laser builds when the Mad Dog gets in, or 6 SRMs with energy weapons (Like a Splatcat [home to many of my favorite MWO memories], but replacing jumpjets with energy weapons). With the rare times of doing 6 LRM 15s (rare because it's a little too heavy on LRMs, I like to be able to defend myself).
While not unique to the Mad Dog I may try twin LRM with Twin ER PPCs, even if the Timber Wolf can run that build better and with jumpjets. ER PPCs and LRMs are my favorite weapons. At least Mad Dog has a higher cockpit+arms. Or do 4 Large Lasers to reference the Rifleman IIC because it was the first mech I ever played.

Also when it comes to speed, anything slower than 80 is just too slow for me (at least in MWO). I like my mechs to be around 85 or higher in speed. If I'm going to drive something slower, I want to make it go all the way towards heavy weapons+armor.

Edited by Keeshu, 03 August 2014 - 11:33 AM.


#44 Ozric

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Posted 03 August 2014 - 11:52 AM

Bravo OP, Bravo! The Mad Dog/Mk II divide is a thing often misunderstood, and there's really no need for anyone to be put out long term anyway.

The original Vulture is the best looking mech in Battletech IMHO and I have been waiting for a faithful redesign since the first moment I heard about MW5/MWO. I can only hope that PGI has kept the long laser barrels and spindly legs that make the mech look so very much like an alien bird of prey.

The MK II on the other hand is the ******* child of a toaster and malformed troll, the redesign having completely lost it's original mojo by clipping the wings and ruining the silhouette with harsh corners and cheap lines. It would be a sad day indeed if the long sought Vulture was released and it only to be a foul pretender to the name and legacy.

However, as the OP pointed out, the MK II is definitively a Ghost Bear model and I see no reason why a variation of it could not be released as a Clan Hero mech. I would still never buy it of course (because it's so fecking ugly), but I will admit that a couple of back-up torso energy slots for the chassis could be useful. Regardless, everybody can get what they want.


TL/DR - Original Vulture only Vulture!

#45 Pariah Devalis

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Posted 03 August 2014 - 12:35 PM

To those saying it is purely aesthetic to have the mplas in.the arms vs ct: wrong. Arm mounted weapons benefit hugely from the range of motion allowed by them, both vertically and horizontally. With armlock OFF, a hunchback, stormcrow, or dragon offer incredible fire angles due to their arms. Moving two e-points from the arms to anywhere else robs the mech of that much larger an effective radius of fire, and one that is incredibly useful when armor rolling.

Edited by Pariah Devalis, 03 August 2014 - 12:39 PM.


#46 Keeshu

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Posted 03 August 2014 - 12:54 PM

View PostPariah Devalis, on 03 August 2014 - 12:35 PM, said:

To those saying it is purely aesthetic to have the mplas in.the arms vs ct: wrong. Arm mounted weapons benefit hugely from the range of motion allowed by them, both vertically and horizontally. With armlock OFF, a hunchback, stormcrow, or dragon offer incredible fire angles due to their arms. Moving two e-points from the arms to anywhere else robs the mech of that much larger an effective radius of fire, and one that is incredibly useful when armor rolling.

I think that people who say it's only aesthetic assume that it will get chin turrets that act the same as arms.
If they moved the medium pulse energy hardpoints to the CT and they didn't use chin turrets I think that would be pissing off both old school and MW4 players imo.


Edit:
However, there is another difference just from moving it to the CT. You cannot equip ER PPCs, or Large Pulses with those energy slots anymore (but you can use ER Large Lasers). You also do not have to worry about losing your arms if you want to use those energy hardpoints.

Edited by Keeshu, 03 August 2014 - 01:05 PM.


#47 Pariah Devalis

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Posted 03 August 2014 - 01:04 PM

Yeah, except even in mw4 the chin turret did not turn. I know. I utilized arm look heavily. I also doubt PGI would willfully invent new code for a one off chassis ability to make a chin turret track with the arms.

#48 Yokaiko

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Posted 03 August 2014 - 01:06 PM

View PostPariah Devalis, on 03 August 2014 - 01:04 PM, said:

Yeah, except even in mw4 the chin turret did not turn. I know. I utilized arm look heavily. I also doubt PGI would could willfully invent new code for a one off chassis ability to make a chin turret track with the arms.



Remember picture in picture is an cryengine limitation :P

#49 p8ragon

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Posted 03 August 2014 - 01:08 PM

I would love to see the Mk. 2. Realistically, I think PGI is going to go for option C.

#50 Keeshu

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Posted 03 August 2014 - 01:35 PM

View PostPariah Devalis, on 03 August 2014 - 01:04 PM, said:

Yeah, except even in mw4 the chin turret did not turn. I know. I utilized arm look heavily. I also doubt PGI would willfully invent new code for a one off chassis ability to make a chin turret track with the arms.

Well arm movement was incredibly limited in MW4 anyways. They had 1 key to poorly look left with the arm, and 1 key to poorly look right with the right arm. What could they have done with the chin turrets?

Is it really different code though? It's basically just copy pasting arm code to the chin turrets.
Though I do agree I find it unlikely they'll add the chin turrets. I may not like the Vulture MK II's design, but I do love the hell out of things that inject individuality into mechs (which is also why one of the main reasons why I hate MK II's design) even if I find slow infinite torso twist and chin turret to be incredibly unlikely.

#51 Alistair Winter

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Posted 03 August 2014 - 01:50 PM

View PostBishop Steiner, on 03 August 2014 - 10:20 AM, said:

so no crying about shooting the ground when you get your aesthetically pleasing version.

Well, there's already a number of mechs that do that. But the high LRM mounts should be enough for me. I want the Mad Dog as LRM support or a brawler, not as a hill humping PPC sniper.

Being a 60-tonner though, I don't think anyone will be dropping in a Mad Dog for reasons other than nostalgia. Pretty hard to do something about its CT as well, so it may very well end up being a poor man's dragon. Depends on the hardpoints and quirks, I think. Torso twist could be a factor for brawling.

Realistically, there's more things that can go wrong than right for this mech, no matter if they do one version or the other.

#52 Bishop Steiner

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Posted 03 August 2014 - 02:19 PM

View PostAlistair Winter, on 03 August 2014 - 01:50 PM, said:

Well, there's already a number of mechs that do that. But the high LRM mounts should be enough for me. I want the Mad Dog as LRM support or a brawler, not as a hill humping PPC sniper.

Being a 60-tonner though, I don't think anyone will be dropping in a Mad Dog for reasons other than nostalgia. Pretty hard to do something about its CT as well, so it may very well end up being a poor man's dragon. Depends on the hardpoints and quirks, I think. Torso twist could be a factor for brawling.

Realistically, there's more things that can go wrong than right for this mech, no matter if they do one version or the other.

CT doesn't have to be too bad, they just need to treat it like the Stalker. Envelop the CT in STs. sure that makes them easier to pop, but hey, you gotta get shot somewhere.

Posted Image

#53 Keeshu

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Posted 03 August 2014 - 02:28 PM

View PostAlistair Winter, on 03 August 2014 - 01:50 PM, said:

Well, there's already a number of mechs that do that. But the high LRM mounts should be enough for me. I want the Mad Dog as LRM support or a brawler, not as a hill humping PPC sniper.

Being a 60-tonner though, I don't think anyone will be dropping in a Mad Dog for reasons other than nostalgia. Pretty hard to do something about its CT as well, so it may very well end up being a poor man's dragon. Depends on the hardpoints and quirks, I think. Torso twist could be a factor for brawling.

Realistically, there's more things that can go wrong than right for this mech, no matter if they do one version or the other.

Oh there are reasons to use the Mad Dog outside of nostalgia (even though that is a very large reason why I want to use them).

#1. High cockpit. Making it easy for you to spot for yourself (or snipe) and not expose yourself
#2. We do not know the hitboxes just yet, they could be very awesome. As for the CT, take a look at the Stalker's hit boxes. (Ninjad by Bishop!)
#3. We do not know what quirks will be added to the Mad Dog. For Example, we will probably get extended torso twist or infinite twist thanks to MW4 (and so it differentiates from the Timber Wolf more). They could do some other quirks too.
#4. It will probably be the only Clan mech to have 6 Missile Hardpoints (and the only reason build-wise to take a Mad Dog over the Timber Wolf unless you want dual ac/20 if we get both arms from Mad Dog C)


There is a lot of things that can go wrong, or right for this mech. So I've been worrying a ton about the Mad Dog/Vulture.

#54 Sephlock

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Posted 03 August 2014 - 03:32 PM

View PostFupDup, on 02 August 2014 - 09:32 PM, said:

I actually preferred the "MK II" sort of appearance from MW4. The chin turret looked cool, and the high-mounted arms fit the mech's personality of sitting at the back and picking people off (the traditional low-mounted bendistraw arms are more for brawling than fire support). The higher arms also help make it less outright inferior to the Mad Cat.


However, I will soon be burned as a heretic for committing this sacrilege, because grognardism. I must activate my preemptive flameshield!

Posted Image
Why not have a toggle button to move them into and out of the raised position?



#55 SgtMagor

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Posted 03 August 2014 - 04:06 PM

http://th06.devianta..._VadenKwinn.jpg

Edited by SgtMagor, 03 August 2014 - 04:10 PM.


#56 Vezm

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Posted 03 August 2014 - 06:44 PM

It would be nice to have the original arms but when the lower arm actuator is removed it would have the mkii stub arms. I don't really see this happening though.

#57 Bifrost Guard

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Posted 03 August 2014 - 07:03 PM

View PostRyokens leap, on 03 August 2014 - 10:43 AM, said:

Wasn't the name Mad Dog chosen as a slight towards Clan Wolf by Smoke Jags (who originally designed and built the Mad Dog)?


Yes, the name and similar look were a slight towards the Wolves by the Smoke Jaguars.

As for which version, I prefer the original.

Edited by Bifrost Guard, 03 August 2014 - 07:04 PM.


#58 Impyrium

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Posted 03 August 2014 - 07:09 PM

Original for me, though considering what they did to my previous Mad Cat, I don't think I'll be holding my breath. ;)

#59 Alex Warden

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Posted 03 August 2014 - 09:34 PM

View PostLoneMaverick, on 02 August 2014 - 09:59 PM, said:

DIS ONE!
Posted Image
Honestly will go better with the clunk-boxy, no rounded things allowed design PGI already has better than the other one anyhoo.

wonder if they can get the chin-lasers to work with the arm reticule though, that'd be sweet ;)


i´d say this one... the original design has a problem... it is TOO thin for MWO hitboxes, you know how broken they will be seeing that small hitboxes caused overlapping and stuff alot in the past

#60 LordKnightFandragon

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Posted 04 August 2014 - 12:59 AM

I want the original Mad Dog....or give me the Mk IV, I think the MKIVs look simply awesome.

This was one from Wizkids games CMG I repainted to match my KRL faction....it was my mech "Der Furher"...ofc iim not German so im sure I butchered that...

Posted Image
sadly I ended up wrecking the mech when I spilled paint thinner all over the base, and the leg fell off it....otherwise I was using it for an ingame piece, heavily modified the dial to match my KRL...should change my sig..KRL=Knights Republic Legion...

Posted Image

and the Mad Cat MKIV...again my painted to the KRL colors.

Edited by LordKnightFandragon, 04 August 2014 - 01:04 AM.






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