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Vindicator Size Comparo Pics


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#101 Koniving

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Posted 20 August 2014 - 06:59 AM

View PostLogan Hawke, on 20 August 2014 - 06:46 AM, said:

(By the way, keep banging that armor mechanic change drum. It'd be infinite types of fantastic if they actually implemented it!)

Many do agree, and I'll keep at it.
Worse comes to worse it'll be used in my first game, whether Battletech inspired but using original works (like Supreme Commander and Plantary Annihilation were inspired -- though intended to be direct sequels but couldn't get the rights to -- Total Annihilation) or of the other IP (Front Mission) that's being retired that I'm really interested in where most of the same mechanics can work.

#102 N a p e s

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Posted 20 August 2014 - 07:04 AM

View PostKoniving, on 19 August 2014 - 09:28 PM, said:

Snipped.


Holy crap, a fully armored HBK-4G would have 468 points of armor! That's 130 points more than it's current max. This means that if we were to distribute those points equally across the mech we could put about 66 points of armor on the side torsos. That is a significant gain.

In the words of the internet: WHY ARE WE NOT FUNDING THIS!?!?

Koniving, does your idea go as far as to allow for more variable armor distribution as well? What I mean is, are there hard capped limits on sections like the current system?

#103 Revis Volek

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Posted 20 August 2014 - 07:17 AM

View Postkuangmk11, on 19 August 2014 - 10:22 PM, said:

new mech profile gauge:
Posted Image

full size 17000x1500 pixel version in here




What the crap is wrong with the Hunchbacks arms in this pic? Is that a Hunchback Snowman?

#104 Jin Ma

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Posted 20 August 2014 - 07:20 AM

View PostDarthRevis, on 20 August 2014 - 07:17 AM, said:



What the crap is wrong with the Hunchbacks arms in this pic? Is that a Hunchback Snowman?


all the mechs in that profile lineup have all of their possible weapon customization meshes equipted which might explain why it looks foroked

Edited by Jin Ma, 20 August 2014 - 07:20 AM.


#105 IceCase88

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Posted 20 August 2014 - 07:22 AM

I have to say it is pretty slick looking. Remember it was created by the Capellan Confederation, if I read correctly, and they are mineral, resource, and financially poor so it looks like it was built on a low budget. It looks accurate to the Battletech universe. I pkayed with it in smurfy and the builds look pretty good for a 45 tonner.

#106 DONTOR

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Posted 20 August 2014 - 07:41 AM

View Post3rdworld, on 19 August 2014 - 01:48 PM, said:


Fixed that for ya.

The Trebuchet would like a word with you...

#107 Carrie Harder

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Posted 20 August 2014 - 07:42 AM

View PostEl Bandito, on 20 August 2014 - 05:26 AM, said:

Yet still better than the Vindicator.

Being better than the Vindi isn't a very difficult accomplishment, given the current state of the robot.

#108 kuangmk11

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Posted 20 August 2014 - 08:00 AM

View PostJin Ma, on 20 August 2014 - 07:20 AM, said:


all the mechs in that profile lineup have all of their possible weapon customization meshes equipted which might explain why it looks foroked

Yeah they do, I may have to do another version with all equipment stripped for comparison. It does make the side profiles a bit exaggerated

#109 IceCase88

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Posted 20 August 2014 - 08:12 AM

The only thing that would make it even more awesome is if you get a kill the police lights and siren activate and a PA announcement saying, "Officer involved shooting! or "Suspect down!". How about both?! Make it happen!!!!!!!!!!

#110 Bishop Steiner

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Posted 20 August 2014 - 08:13 AM

View PostIceCase88, on 20 August 2014 - 08:12 AM, said:

The only thing that would make it even more awesome is if you get a kill the police lights and siren activate and a PA announcement saying, "Officer involved shooting! or "Suspect down!". How about both?! Make it happen!!!!!!!!!!


trying real hard not to make a Fergusson comment here.

#111 LordKnightFandragon

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Posted 20 August 2014 - 08:16 AM

View PostSaxie, on 19 August 2014 - 01:40 PM, said:

Posted Image



Posted Image



Vindi is ugly as sin, imo..

It looks more like something the Aliens from District 9 would drive.....

Edited by LordKnightFandragon, 20 August 2014 - 08:17 AM.


#112 DaZur

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Posted 20 August 2014 - 08:23 AM

View PostCapperDeluxe, on 20 August 2014 - 05:08 AM, said:


View PostBishop Steiner, on 20 August 2014 - 05:38 AM, said:


View Post3rdworld, on 20 August 2014 - 06:23 AM, said:



Guys... I hear you and I truly do understand your points.

That said, your logic leads to a pigeon-holed meta where all mech reside withing a predefined class of mechs to net acceptable armor values, speed / maneuverability, load-out / slot assignment, predefined acceptable hit-boxes and scale values.

If that's not beige-box cookie cutter I don't know what is... You essentially wind up with roughly the exact same mech except for cosmetics.

I know I'm an odd bird... I run counter-meta mechs and I do very well with them (all hold positive W/L & K/D). I know and accept that I have to work twice as hard to obtain this, but for me that's part of the attraction... I don't want "easy mode".

That said, absolutely... these "marginal mechs" are not as pervasive on the battlescape and the higher scored meta mechs. The forwarded premise that this is the case is because PGI has yet given us a greater goal than "kill or be killed" and as most tend to agree...(unless you screwed in the head like me) You take a gun to a gun fight not a knife.

Edited by DaZur, 20 August 2014 - 08:24 AM.


#113 Mott

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Posted 20 August 2014 - 08:43 AM

Faced at least one S.I.B. in every match last night and was overall impressed with the mech as an observer.

- It was quick, noticeably quicker than you usually see IS mediums moving around (no matter what folks say about being able to fit 300+ engines in the 55toners, they usually don't because they end up with no firepower).

-The jjs seemed effective both in height and speeds achieved.

-The firepower was as you'd expect from a mech with lackluster hard points (but i saw a few folks doing quite well with 3xerLL builds or 2xERPPCs or 2xLRM10s + 3xMLs, etc).

-The durability was equal to that of a well built BJ or GRF. Not stellar, but not weak either. The VND may lose arms easily, but to knock out the torsos and get the kill, one must work for it. I went 1-on-1 while in my SCR (2xCLPL + 5xCERSMLs w/ lvl 2 mod) and it wasn't "easy" to get the kill. Absolutely i had the upper hand and better mech from the start, but even so the VND pilot was able to spread a lot more damage than i expected and nearly took out my RT.

My only complaint from observing them is the height. As is true for nearly all mediums, it is too tall. Why PGI can't get the scaling right is beyond me. Can it be so hard?

Edited by Mott, 20 August 2014 - 08:44 AM.


#114 Koniving

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Posted 20 August 2014 - 08:57 AM

View PostNapes339, on 20 August 2014 - 07:04 AM, said:

Holy crap, a fully armored HBK-4G would have 468 points of armor! That's 130 points more than it's current max. This means that if we were to distribute those points equally across the mech we could put about 66 points of armor on the side torsos. That is a significant gain.

In the words of the internet: WHY ARE WE NOT FUNDING THIS!?!?

Koniving, does your idea go as far as to allow for more variable armor distribution as well? What I mean is, are there hard capped limits on sections like the current system?

That'd be entirely based on how PGI would do it if they used it. It's likely a set increase to all sections. If I were doing it and I'll actually figure it out below as I write (I kid you not as this wasn't something I thought about knowing PGI would do its own thing)... I would use a hardcap of how much and where, but allow that hardcap to vary from chassis to chassis (not variant to variant though unless really warranted).

Spoilered. For...lots of reasons.
Armor allocation, lots of stuffs.
Spoiler

Anyway there is an important thing to note:
It's awesome for some mechs that are truly suffering as they get outclassed by...everything. It also hurts some mechs back to where they belong (and is meant to work in conjunction with an engine overhaul; for example Locusts, Spiders and Cicadas have identical speeds and thus should have identical speed caps, but Cicadas are slower than dog-poo, the speed would fix that nerf in armor here).
Just because some Locusts, the Jenner D, some Commandos, and some Cicadas have identical stock armor values doesn't mean they are screwed.

Locust structure is 75.
Commando Structure is 95.
(It had me curious. Kitfox / Spider / Urbanmech structure is 110).
Jenner structure is 125.
Cicada structure is 143. (So even with identical armor, it'll still take more of a beating than anything smaller).
Vindicator / Blackjack structure is 159.
To find out structure, take the current max armor (not the new from my concept) and divide by 2 then add 6 (for the 15 structure in the head instead of 9).

For example, the Jagermech (and all 65 ton mechs) have 217 structure in addition to their armor. So the lowest armored Jagermech has more structure than armor stock, and after the change and thrown in Ferro armor, it'd have 217 structure + a maximum of 324 ferro armor = 541 total health (armor + structure). So while nerfed it might be to the brawling b.s. it is now, it isn't the end of the world and the mech is certainly far from dead. You're just not going on the front line. Interestingly enough -- because you're not trying to cram so much tonnage into armor, you now have a lot more tonnage free to run your favorite build with a standard engine in a ballistic Jagermech... (le gasp). (A good brawling Jager would be the Jm6-A, highest amount of armor possible on a Jagermech.)

<_<

Non-canon heroes would need obvious reworking and is probably the reasoning PGI will never support the armor concept. (Lots of angry Dragon Slayer owners; but all the Victor nerfs could be removed as a positive result; they won't be necessary anymore).

Edited by Koniving, 20 August 2014 - 09:05 AM.


#115 SaltBeef

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Posted 20 August 2014 - 09:03 AM

Supreme commander is a sweeeeet game and I loved TA. Kon good games. Sins of a SOLAR empire is supreme commander in space or like conquest from earlier. Kol battleships with railguns oh yeah!

Edited by SaltBeef, 20 August 2014 - 09:05 AM.


#116 SaltBeef

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Posted 20 August 2014 - 09:11 AM

The vindi looks like an enforcer mech. Heard good things about it on TS this morn.

#117 Blacksoul1987

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Posted 20 August 2014 - 09:16 AM

View PostBishop Steiner, on 20 August 2014 - 06:14 AM, said:


and a lot harder to flank, and a huge Field of fire advantage to the LRMS. And yeah, not as great as pre nerf, but 7jj smokes 3 for terrain traversing, poptarting, etc.

Of course, uber high should ballistic trumps a lot of crap, too. But between the twist and JJs, I can do some serios shooting gymnastics in my Griffin.

Regardless, the point was the GRF is still inferior, but is still useful, hence why you still see a fair number fielded, while comparatively few Wolverines, Trebbies, etc.


The GRF-3M is a beast and in terms of brawling I think its better than the shadowhawks though the shadowhawk is much better for sniping. I think srms > Ac20 right now.

#118 Bishop Steiner

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Posted 20 August 2014 - 09:37 AM

View PostDaZur, on 20 August 2014 - 08:23 AM, said:

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Guys... I hear you and I truly do understand your points.

That said, your logic leads to a pigeon-holed meta where all mech reside withing a predefined class of mechs to net acceptable armor values, speed / maneuverability, load-out / slot assignment, predefined acceptable hit-boxes and scale values.

If that's not beige-box cookie cutter I don't know what is... You essentially wind up with roughly the exact same mech except for cosmetics.

I know I'm an odd bird... I run counter-meta mechs and I do very well with them (all hold positive W/L & K/D). I know and accept that I have to work twice as hard to obtain this, but for me that's part of the attraction... I don't want "easy mode".

That said, absolutely... these "marginal mechs" are not as pervasive on the battlescape and the higher scored meta mechs. The forwarded premise that this is the case is because PGI has yet given us a greater goal than "kill or be killed" and as most tend to agree...(unless you screwed in the head like me) You take a gun to a gun fight not a knife.

But, you don't.

You have multiple aspects to work from. The Dire Wolf, for instance, has the firepower of a moonbase. And the mobility of one. Check and balance. My La Malinche, has the firepower of a well... good Medium, mediocre Heavy. But do to it's mobility and arms, and hitboxes, I can often 1v1 the DireWolf in it....provided I can get close. They play TOTALLY different, yet there is some parity there.

Have mechs that are blatantly ABOVE that parity, like the Timberwolf, or Below, like the Pretty Baby, the Locust, the St Ives Blues, HURTS game play and diversity far more.

They by no means have to be fit into some cookie cutter box, but they bloody well have to stand a chance.

If those were good for the game, and fun, dontcha think we'd see a few more Dragons, Awesomes, Trebbies and TBolts and other weak sister mechs?

Edited by Bishop Steiner, 20 August 2014 - 09:46 AM.


#119 Bishop Steiner

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Posted 20 August 2014 - 09:44 AM

View PostBlacksoul1987, on 20 August 2014 - 09:16 AM, said:

The GRF-3M is a beast and in terms of brawling I think its better than the shadowhawks though the shadowhawk is much better for sniping. I think srms > Ac20 right now.

still kill SRM Grf a lot from my Shad or my other GRF models, TBH, but it's possible that since I drive them so much, I just know how to fight them better than the average pilot I encounter knows how to use them. I dislike the limited scope for SRM GRFs though, as outside 270, they are mostly useless.

#120 Ph30nix

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Posted 20 August 2014 - 10:41 AM

Ill stick with my trebbie thanks


I do have to ask Does PGI have ANY actual methodology when it comes to figuring a mech size?
like did they bother to use any math to figure out require volume to get the required tonnage for each mech, then ensure their design would at least be CLOSE to that? or do they just "eyeball" everything and guess?





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