Mech Scaling And Unique Weapon Geometry - Poll
#21
Posted 18 March 2015 - 09:45 AM
cannot remember what was actually said but it was covered and the Dev said nope not going to happen.
#22
Posted 18 March 2015 - 12:51 PM
To be fair, I like the aesthetics of the 3 lrm5s slapped on the 'pult... You can always see what's coming at a glance. So there' s definitely rationale behind it... It just negatively effects gameplay on that mech.
But, I think the OP is really convoluted... The poll and its options aren't clear, have to do a lot of reading, and click on several links to understand exactly what it's about... If you want to get the support this deserves, it really needs to be cleaned up ^^; Just trying to be helpful.
Edited by Twilight Fenrir, 18 March 2015 - 12:53 PM.
#23
Posted 18 March 2015 - 01:29 PM
#24
Posted 18 March 2015 - 02:06 PM
-"if it ain't broke, don't fix it."
#25
Posted 19 March 2015 - 01:49 AM
There's no reason to try to make every weapon look exactly the same on every mech. Even in the lore, many of them were from different manufacturers, and chances are some are a better fit for different chassis. I know the idea of this change is so you can identify loadout, but by the time you're in that close of visual range, your target readout should tell you everything you need to know. Also, lasers are color-coded, you can guess a LRM loadout by the size of the "swarm" headed your way, you can guess ballistics by firing interval.
The Cataphract is the one mech I'm glad they did something with. It always looked like you had a UAC5 in the hand, regardless of loadout.
Edited by Dr Stompenheimer, 19 March 2015 - 01:49 AM.
#26
Posted 19 March 2015 - 03:30 PM
Dr Stompenheimer, on 19 March 2015 - 01:49 AM, said:
There's no reason to try to make every weapon look exactly the same on every mech. Even in the lore, many of them were from different manufacturers, and chances are some are a better fit for different chassis. I know the idea of this change is so you can identify loadout, but by the time you're in that close of visual range, your target readout should tell you everything you need to know. Also, lasers are color-coded, you can guess a LRM loadout by the size of the "swarm" headed your way, you can guess ballistics by firing interval.
The Cataphract is the one mech I'm glad they did something with. It always looked like you had a UAC5 in the hand, regardless of loadout.
Very good post. I was never a fan of the weapon changes, but I always understood why they were changing them. To easier identify the load out. But like you said, it's already easy enough to see what a Mech is using depending on laser colors / size of missile swarm. The whole target readout and being in close range makes sense too.
Now that I've seen the reasoning put in writing I'm starting to question why it was even done. It doesn't add any depth to gameplay, it doesn't really help me in out in battles because in the amount of time I'd have to spend trying to figure out how big a barrel is I've already seen laser colors, missile swarm sizes, and my readout should have populated. It really has done nothing but degrade gameplay aesthetically and its a pretty much worthless feature if not a complete waste of man hours and resources.
I hope I'm not coming off as rude, but after reading your post I can't come up with a single positive thing form the changes.
Mind blown.
I was going to purchase the Jager Hero during the sale. I opted to wait until after the "mechlab treatment" I'm glad I did because I will NOT be buying it now. I already have a YLW I'm unhappy about, I can't pay real money for something I won't be happy with. It's a shame that you have to lose sales over something like this.
Edited by DTF Kev, 19 March 2015 - 03:47 PM.
#27
Posted 21 March 2015 - 03:34 PM
MATRAKA14, on 17 March 2015 - 04:34 PM, said:
http://mwomercs.com/...me-models-back/
also:
-snipped very amazing pictures-
Let's stop this:
#28
Posted 21 March 2015 - 04:04 PM
#29
Posted 21 March 2015 - 04:20 PM
The mechs are rushed out the door and are starting to look, either size weapon bay or design bad.
Nothing of course will be done as they can't get the camo ready for the first two mechs in each new pack, but I think of this thread as a chance to tell PGI, how poor their work is becomming.
Though I do notice that the Stalker hasn't had its weapons bays screwed around with, and that has always been a very undersized mech for a 85 tonner, and mechs created after it have been buggered around with. I guess its a favorite of the art department
Edited by Cathy, 21 March 2015 - 04:22 PM.
#30
Posted 24 March 2015 - 02:44 PM
#31
Posted 26 March 2015 - 06:07 PM
#32
Posted 31 March 2015 - 12:12 PM
Frosty Brand, on 24 March 2015 - 02:44 PM, said:
Honestly, adding flair to flaws leaves you with pretty looking flaws.
#33
Posted 07 April 2015 - 01:16 PM
#34
Posted 10 April 2015 - 09:51 AM
I'm all for the dynamic weapons, and some standardization of the appearances, but not at the cost of mech aesthetics. Jagermechs should have their long guns, Centurions deserve beefy arms, Catapults should be able to fit all of their launchers into the ears (perhaps with a limit on total tube count). It makes me sad to see weapons that are just slapped on (like the third AC on a King Crab).
It also leaves me torn about my beloved Cicadas. I really want to see all 6 beams from my CDA-2A, and have a rotating UAC/5 on the CDA-3M, but I don't want them to end up just tacked on.
Scaling would be nice, but it's less of an issue for me. It would help some mechs out, and could nerf others, but I don't place as much priority on it.
#35
Posted 14 April 2015 - 11:13 AM
Theres so many scaling issues. The huge bloated kit fox, the centurion, the grasshopper, it goes on. I know Battletech scales have always been a bit flaky (I have one book that says a Timberwolf is 10 metres tall & another that says it's 12) so I'd like to see PGI take one scale and stick to it, using common sense to make calls where there's no canon height to go by.
Next biggie is animation for me. This one's mostly personal 'cause some of my favourite mechs have the worst walking animations in game. We've all seen the video of the Direwolf prancing, but have you noticed that it (along with the crab & stalker) takes tiny shuffling baby steps. They all look like theyre about to fall over. The animations should be smooth and fluid with my longer strides. The Timberwolf & mad dog have similar problems in that they look like theyre dragging their feet. They need a more bird-like walk, like the catapult. Finally, the adder & kit fox don't have any articulation on their ankles such an immersion killer for me.
The weapon geometry is the lowest priority for me, but something I wouldnt mind seeing.
#36
Posted 14 April 2015 - 11:18 AM
#37
Posted 15 April 2015 - 04:13 AM
#38
Posted 16 April 2015 - 09:19 AM
#39
Posted 01 May 2015 - 04:28 AM
#1: Can you please return the Jagermechs Weapons back to full size and even add a little to the length of the AC/20 and AC/10?
#2: Will you please make a Dire Wolf with two missile bays in the right torso?
Edited by Nailem, 01 May 2015 - 04:29 AM.
#40
Posted 11 May 2015 - 03:16 PM
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