

Why?! Just... Why?! (Weapon Slots On Arms)
#1
Posted 25 March 2015 - 10:56 AM
The weapons I add take up the bottom slots so I'm firing under-arm.
I don't want to fire under arm. Why the hell would anyone choose to do this?!
Who holds a gun upside down to fire? No one who's lived to tell the tale surely...
PGI, PLEASE... fix this so that when weapons are added they take the higher slots first, or even allow us to move them around.
(Boils my PI$$...!!)
Thankyou..
#2
Posted 25 March 2015 - 11:05 AM
#3
Posted 25 March 2015 - 11:09 AM

Probably should blame this guy.
#4
Posted 25 March 2015 - 11:10 AM
Nick86, on 25 March 2015 - 10:56 AM, said:
Who holds a gun upside down to fire?
Clearly, you don't know battlemech designers.


Low slung weaponry is a staple of battletech...
The problem is, in the lore, this isn't an issue because a battlemech's arm can move like a humans, so it can extend that arm, and raise it so that the weapon is roughly chest level...
Sadly this is functionality that has never made it into a Mechwarrior game. So you have to deal with low slung hardpoints...

#5
Posted 25 March 2015 - 11:15 AM
The art was made for a board game where it didn't matter at all.
At least now you can actually put weapons onto the mech in the order you want them to go. It used to be you could only do that with a trick involving buying new weapons to sit in the 2nd and 3rd positions.
Or has nobody noticed that bug got fixed? I'm sure some of you haven't.
Edited by Hans Von Lohman, 25 March 2015 - 11:16 AM.
#6
Posted 25 March 2015 - 11:51 AM
Hans Von Lohman, on 25 March 2015 - 11:15 AM, said:
The art was made for a board game where it didn't matter at all.
At least now you can actually put weapons onto the mech in the order you want them to go. It used to be you could only do that with a trick involving buying new weapons to sit in the 2nd and 3rd positions.
Or has nobody noticed that bug got fixed? I'm sure some of you haven't.
Some weapons default to a certain location, though. For example on the Panther a PPC automatically defaults to the first weapon slot on the model even if you add it after two medium lasers (in an attempt to get it on the side of the arm rather than under it.)
#7
Posted 25 March 2015 - 12:08 PM
#8
Posted 25 March 2015 - 12:12 PM
#9
Posted 25 March 2015 - 12:39 PM
CapperDeluxe, on 25 March 2015 - 12:12 PM, said:
Or just individual hardpoints so there's none of this idiotic guesswork and you don't have to spend tonnage on "shim" small lasers on Banshees (or pull missile tube shenanigans on Victors, etc.)
Edited by Terciel1976, 25 March 2015 - 12:45 PM.
#10
Posted 25 March 2015 - 01:46 PM
#11
Posted 26 March 2015 - 01:18 AM
Stefka Kerensky, on 25 March 2015 - 12:08 PM, said:
Well this just says it all... An exaggeration I know, BUT.... it may as well be. This is a FPS game.. I know it's a battletech game too..but.. It's also and FPS game..
LordMelvin, on 25 March 2015 - 11:09 AM, said:

Probably should blame this guy.
So less of this please.. I mean.. really...
'Sigh..'
Well, at least I got that off my chest and it felt constructive..
I wonder if PGI will listen... (oh.. blood pressure going up again..)
Edited by Nick86, 26 March 2015 - 01:18 AM.
#12
Posted 26 March 2015 - 01:49 AM
Hans Von Lohman, on 25 March 2015 - 11:15 AM, said:
The art was made for a board game where it didn't matter at all.
At least now you can actually put weapons onto the mech in the order you want them to go. It used to be you could only do that with a trick involving buying new weapons to sit in the 2nd and 3rd positions.
Or has nobody noticed that bug got fixed? I'm sure some of you haven't.
yeah, but even then, I guess mechs in the Lore were able to raise their arms, while MWO mechs can't do that (well actually all MW games mechs were like this)

But it woulld look a bit stupid if all our mechs would run aroudn with raised arms all the time, and a arm "switch" would be a bit complicated to control. So we need to life with that abstract version of BT until we get some cool VR devices transferring our movements into mehc movements.
#13
Posted 26 March 2015 - 02:23 AM
What's your COD KDR?
#14
Posted 26 March 2015 - 02:40 AM

Battlemaster

Atlas

There are only a handful of top mounted arm weapons on mechs, but it still comes down to designer interpretation more than it does lore or classic BT references.
#15
Posted 26 March 2015 - 03:29 AM

Panther MWO

Difference noted.
#16
Posted 26 March 2015 - 03:38 AM
(house rule - those mechs were not allowed to fire there weapons into the "arm" field of fire - but where able to flip)
But since july 2014 we have mechs with both disadvantages - low slung arms and no arm yaw (and i still don't get the reason) -
Edited by Karl Streiger, 26 March 2015 - 03:39 AM.
#18
Posted 26 March 2015 - 09:48 AM
Quadruped 'mechs for president 2015!
*Cough* On a more serious note, low slung arms shouldn't be a problem that it is now. In my opinion, they should make it so that the mech would lift their arms (at least to some degree) automatically to go over cover.

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users