#21
Posted 17 September 2014 - 05:06 PM
#22
Posted 17 September 2014 - 05:09 PM
#23
Posted 17 September 2014 - 05:14 PM
It's just not what I grew up with, that's all. That's just me though, and we all have different artistic preferences
There's no doubt that the model looks great, I just wish the laser barrels on the arms were a bit longer. Perhaps in game where we can get a good side view of the 'mech, they might actually be long, and it's the mounts themselves that are actually quite long.
#24
Posted 17 September 2014 - 05:18 PM
#25
Posted 17 September 2014 - 06:36 PM
So don't cry yet until we actually get to play around with it in the mechlab.
But yeah those 6xMs + 5 E? Mmmmm. The real title of the thread should be "Sad Catapult is Sad"...
#26
Posted 17 September 2014 - 06:41 PM
Saxie, on 17 September 2014 - 03:52 PM, said:
Bap - Fixed
JJ's - Fixed
Only 3.5 tons of armor with 7.5 tons of pod space lol...
To make that thing even REMOTELY viable they are going to have to allow you to remove some of that...
Maybe that is on of the ways they expect us to use GXP ? I mean I made the mistake of actually leveling my LCTs and should have saved myself the frustration
#27
Posted 17 September 2014 - 06:47 PM
While I will miss being about to Jumpjet around to get into better ambush/escaping positions with the 6 SRM 6 build, I will be happy to be able to do 4 or 5 medium lasers instead so I can be useful at longer ranges if I am unable to get a proper ambush.
The Splat Dog will be like combining the Nova and Splatapult into one build, just without jumpjets (and less heat sinks + lasers than nova). Those two mechs were a blast, I look forward to trying the Splat Dog, but will it be worth it to lose the Jumpjets, we'll see.
I am curious to see how many people are going to do Missile combinations other than Splat Dog. Like 6 LRM 5 (or 6 LRM 10), 2 LRMs + 4 SRMs, or maybe even 4 LRMs 2 SRMs. I also wonder how many will try to be crazy by doing a missileless Mad Dog, since other mechs can do any non-missile build better than the Mad Dog (but we still have to wait and see the quirks).
#28
Posted 17 September 2014 - 08:34 PM
Keeshu, on 17 September 2014 - 06:47 PM, said:
I can say with certainty that with nearly max armor (394 points) you can do 4 ERMLs 1 TAG 6 LRM5s 1 AP 19 DHS and 7.5 tons of LRM ammo with 4 slots free to crit pad or downgrade the lasers for more ammo.
And I most certainly will be giving that build a try.
#29
Posted 17 September 2014 - 08:47 PM
Like these from the MW-Vengeance movie.
Edited by Mister D, 17 September 2014 - 08:52 PM.
#30
Posted 17 September 2014 - 09:21 PM
#32
Posted 17 September 2014 - 09:38 PM
Flash Frame, on 17 September 2014 - 09:36 PM, said:
Interesting.
What part about the C would be overpowered? If you took both ballistic arms, you wouldn't get any energy weapons...that's a pretty big downside. Depending on the ballistics, you might not also have enough tonnage for many backup missiles in the torsos. The Alt C arms would only be OP if they got a super-duper big quirk of some kind.
#33
Posted 17 September 2014 - 09:44 PM
Spheroid, on 17 September 2014 - 09:21 PM, said:
Eh, not really... if you really wanted to complain about a MW game being a problem, you'd point at 3.
Don't get me wrong, i LOVE mechwarrior 3, but in that, EVERY mech was an omni mech, and all you did to win was shoot at a single leg.
Carrie Harder, on 17 September 2014 - 09:38 PM, said:
Speed + Heavy Dakka.
I'm not saying it's right, I'm just saying that may have been why PGI ommitted it.
That and they want to keep the game at/around 5-600m...
#34
Posted 17 September 2014 - 09:50 PM
Flash Frame, on 17 September 2014 - 09:44 PM, said:
I'm not saying it's right, I'm just saying that may have been why PGI ommitted it.
That and they want to keep the game at/around 5-600m...
We already have the Mad Cat for that.
As for heavy dakka, it depends... With max armor you get 26 tons to play with, so that might mean 2 UAC/10 (or LB 10-X) with 6 tons of ammo, assuming we don't want backup missiles.
Downgrading to UAC/5 or LB 5-X would free up 6 tons to try to cram in a few SRMs as backup (for example, you could fit 6 SRM2 and 3 tons of ammo...lol). That actually sounds like a really funny loadout. I legitimately want to try that out lol.
Probably wouldn't want to go all the way down to UAC/2 or LB 2-X.
Edited by Carrie Harder, 17 September 2014 - 09:52 PM.
#35
Posted 17 September 2014 - 09:51 PM
Mister D, on 17 September 2014 - 08:47 PM, said:
Like these from the MW-Vengeance movie.
That's actually a IS retrofitted Mad Dog. I could be mistaken, but I remember some one saying it was.
Original Clan Mad Dog
IS retrofit.
Edited by Coralld, 17 September 2014 - 09:55 PM.
#36
Posted 17 September 2014 - 09:56 PM
Coralld, on 17 September 2014 - 09:51 PM, said:
Original Clan Mad Dog
IS retrofit.
Catalyst Game Labs has since dubbed the IS vulture retrofit the "Vulture 2" However, it shares all the same weapon layouts [note that means placement on a classic battletech record sheet] as the standard clan variation of the Vulture Prime, including all the same weaponry and armor and all. It simply looks a bit different.
I personally prefer the V2 design, always have. I know there are a TON of Mech 2 Purists that will hate me for that, but damn it, I liked the V2.
#37
Posted 17 September 2014 - 10:04 PM
#38
Posted 17 September 2014 - 10:32 PM
Edited by Praehotec8, 17 September 2014 - 10:32 PM.
#39
Posted 17 September 2014 - 10:49 PM
#40
Posted 17 September 2014 - 11:24 PM
I just checked the art for the Mad Dog. What happened to the arms?! Please PGI, give the mech its weapons back instead of the stubby little lasers
Edit: Russ says he'll mention the stubby arms/lasers to the art director
Edited by Wolfways, 17 September 2014 - 11:44 PM.
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