

#13561
Posted 14 June 2016 - 12:22 PM
Second step: double the leg count.
#13563
Posted 14 June 2016 - 12:55 PM
Quote
Second step: double the leg count.
Third step: Realize PGI can't get a quad leg model to walk properly, in part because they got rid of the mechanic that actually set each leg individually on terrain to "optimize".
Fourth step: Cry.
Edited by wanderer, 14 June 2016 - 12:55 PM.
#13564
Posted 14 June 2016 - 12:58 PM
wanderer, on 14 June 2016 - 12:55 PM, said:
Third step: Realize PGI can't get a quad leg model to walk properly, in part because they got rid of the mechanic that actually set each leg individually on terrain to "optimize".
Fourth step: Cry.
From what I understand, it isn't so much that they "got rid" of inverse kinematics, but that they have disabled it.
#13565
Posted 14 June 2016 - 01:06 PM
wanderer, on 14 June 2016 - 12:55 PM, said:
Third step: Realize PGI can't get a quad leg model to walk properly, in part because they got rid of the mechanic that actually set each leg individually on terrain to "optimize".
Fourth step: Cry.
Step five: Everyone bows down to the Land Air Mech master race, that cares not for your puny inverse kinematics.

#13566
Posted 14 June 2016 - 01:10 PM
Juodas Varnas, on 14 June 2016 - 12:18 PM, said:
Pariah Devalis, on 14 June 2016 - 12:22 PM, said:
Second step: double the leg count.
wanderer, on 14 June 2016 - 12:55 PM, said:
Fourth step: Cry.
Currently, there's 6, and even at 3060 we only get 11 total.
It's not really till 3070+ you see a revival of quads, which combined with the sheer amount of work it would take to implement, it doesn't make economically viable to do.
Which is a huge shame, as I'd love an Antlion, Fire Scorpion, Jaguar, Lich, Revenant, Sarath and Tarantula in game.
#13567
Posted 14 June 2016 - 01:57 PM
Pariah Devalis, on 14 June 2016 - 12:16 PM, said:
https://twitter.com/...540084189274113
...I'd like to think I at least influenced his decision to make it digitigrade.

Charger!!
#13568
Posted 14 June 2016 - 02:12 PM
Quote
Step six: Realize LAMs in hybrid or fighter mode go too fast for the game to track and hence are utterly broken due to impossible-to-fix lagshielding. Cry some more.
#13569
Posted 14 June 2016 - 02:30 PM
wanderer, on 14 June 2016 - 02:12 PM, said:
maybe, but if you just hard lock the speed down to 171 (should be doing around 226, factoring in the 15 hex movement they get for triple JJ power), but make that speed conditional on them maintain forward momentum for a few hundred meters before turning. If they don't maintain that forward momentum, then they drop down to 97 to mimic the basic 6/9 movement from TT that they have, when not working like a WiGE.
Of cource the price tag would be it would be next to impossible for them to find cover any where, as they would hover over it. The upside for those shooting at them, no JJ animations to mess with hit boxes.
#13570
Posted 14 June 2016 - 04:11 PM
Metus regem, on 14 June 2016 - 02:30 PM, said:
maybe, but if you just hard lock the speed down to 171 (should be doing around 226, factoring in the 15 hex movement they get for triple JJ power), but make that speed conditional on them maintain forward momentum for a few hundred meters before turning. If they don't maintain that forward momentum, then they drop down to 97 to mimic the basic 6/9 movement from TT that they have, when not working like a WiGE.
Of cource the price tag would be it would be next to impossible for them to find cover any where, as they would hover over it. The upside for those shooting at them, no JJ animations to mess with hit boxes.
if it were truly ground effect any dip in terrain would effect it's elevation, wouldn't it, so it would not be flying at one constant unbroken elevation unless going over a totally flat surface? (or am I understanding how WiGEs work?).... if so wouldn't that be almost identical to the stutters that people used ot use in JJs to bork hitboxes? Plus even in airmech mode LAMs could and did land, they just were slow and clumsy on the ground, but having that ability would also allow them to mess with aim.
To be militaristically useful, they'd spend most of the time skimming just a couple meters above the ground, anyhow, wouldn't they?
https://youtu.be/WMoCGryOloM?t=19m18s
Edited by Bishop Steiner, 14 June 2016 - 04:15 PM.
#13571
Posted 14 June 2016 - 05:11 PM
Edited by Pariah Devalis, 14 June 2016 - 05:11 PM.
#13572
Posted 14 June 2016 - 05:37 PM
Bishop Steiner, on 14 June 2016 - 04:11 PM, said:
To be militaristically useful, they'd spend most of the time skimming just a couple meters above the ground, anyhow, wouldn't they?
https://youtu.be/WMoCGryOloM?t=19m18s
No you totally got it, when looking at the maps in MWO most of them do not have a ton of adjustment in terrain heights in a short area, meaning that the hit box for a LAM would be much more predictable, than that of the JJ flutter. But hey, I'd take the challenge of them in the hybrid mode, over the easy piloting we have now.
#13573
Posted 14 June 2016 - 05:39 PM
Pariah Devalis, on 14 June 2016 - 05:11 PM, said:
Good to know (and know you have some IRL experience in a related field) though even a meter drop off or "flutter" up or down....would bork hitbox reg..... though it sounds like it would only see that kind of motion at it's "service ceiling?" And then not really a sure thing?
Edited by Bishop Steiner, 14 June 2016 - 05:41 PM.
#13574
Posted 14 June 2016 - 05:44 PM
Now...I want to build a fixed form Airmech, packing an Arrow IV....... awesome mobile artillery unit. (I already use modified Yellowjacket Helos in TT to do something similar)
#13575
Posted 14 June 2016 - 05:45 PM
Bishop Steiner, on 14 June 2016 - 05:39 PM, said:
I mean, yes, if you were functioning at the upper limit of IGE, and it dropped out from under you, you would lose altitude - though how rapidly would depend on how dependant on it you were to stay airborn. Like, if you produce 90% of the lift you need at those speeds to maintain altitude, you wouldn't exactly drop like a stone without ground effect so long as your forward airspeed was maintained. However, dont think of ground effect as a layer with a fixed surface you need to ride upon. The entire zone of ground effect will be giving pushback on the aircraft.
#13576
Posted 14 June 2016 - 06:15 PM
Bishop Steiner, on 14 June 2016 - 05:44 PM, said:
Now...I want to build a fixed form Airmech, packing an Arrow IV....... awesome mobile artillery unit. (I already use modified Yellowjacket Helos in TT to do something similar)
How about if they just carry semi-guided Arrow IV in a bomb bay? There is a stock Phoenix Hawk LAM that does that....
On a related note, I've got a company of LAMs for TT, they are fantastic at hit and run as well as search and rescue. In fact in the S.A.R. they are fantastic, Areofighter in, convert close to the target, grab target, convert to hybrid, get altitude, then back to Areofighter to exit the mission area.
#13577
Posted 15 June 2016 - 04:21 AM
Metus regem, on 14 June 2016 - 06:15 PM, said:
On a related note, I've got a company of LAMs for TT, they are fantastic at hit and run as well as search and rescue. In fact in the S.A.R. they are fantastic, Areofighter in, convert close to the target, grab target, convert to hybrid, get altitude, then back to Areofighter to exit the mission area.
That sounds a lot like Robotech/Macross... as much as I like the concept of LAMs, I think FASA screwed Battletech hard by adding them.
#13578
Posted 15 June 2016 - 05:20 AM
Odanan, on 15 June 2016 - 04:21 AM, said:
I think that if they had stuck to hybrid and Areofighter only it would've been better. That being said, I think FASA never really handled them well. If they ever restart everything, there is a chance they could be better implemented. They are not direct combat units, they are rescue and scouting specialists.
#13579
Posted 15 June 2016 - 05:27 AM
Metus regem, on 15 June 2016 - 05:20 AM, said:
They are too good at scouting, steeping over Aerotechs/VTOLs' role.
And oh boy, they can do hit-and-run combat like nothing else.
Really, depending on the terrain, a LAM can beat any mech with impunity.
#13580
Posted 15 June 2016 - 05:31 AM
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