Tell me about the clan problem mechs and i'll add them. Keep in mind that this does not concern quirks.
If you voted here please vote in this poll made by DTF Kev too-
Mech Scaling And Unique Weapon Geometry - Poll
As you know there are Clan/IS mechs in the lore that were supposed to be more mobile than their weightclass suggests.
As you see Russ wants to stick close to the lore.
Victor, Highlander and Quickdraw make prime examples.
Victor was crippled after the jumptart meta and it took the Highlander down with it.
Giving assault class JJ's their old capabilities might bring the old meta back.
So they can just give the current assault JJs a boost but not to the old levels.
Quickdraw in the lore is supposed to have mobility beyond it's weight because of well constructed ankle joints.
But it doesn't.
There are also mechs with crippling hitboxes that would perform really well if it wasn't for that.
Examples: Awesome with huge side torsos, Dragon/Jenner with tremendous Center torsos.
This is just to mention the most well known problem mechs.
Then there are all the medium and heavy mechs out there that are just too large for their weightclass.
Look at that Centurion. It's nearly as tall as the Awesome even though there is a 30 tonnage difference.
It's true that the Awesome has a much deeper chest, but that doesn't matter much compared to the frontal silhouette.
If things were more like in the middle row of mechs it would make more sense.
Quickdraw Crobat, on 23 May 2015 - 02:56 PM, said:
You know, there's actually been a lot of discussion on this. Apparently, changing the model size of a 'mech is off the table for the foreseeable future, though movement archetypes can be changed.
My understanding isn't complete but apparently what's going on there is that the visuals of the 'mech and the placement of its body model are handled separately but simultaneously, and all the textures are custom created to the exact size of the surfaces.
What that means is that in order to change the size of a 'mech, the programmers and art team would need to:
Movement types don't affect the model size. What a movement type (Tiny, Small, Medium, Large, Huge) affects is the handling of the 'mech in terms of turns, acceleration, deceleration, and how well it ascends and descends slopes.
My understanding isn't complete but apparently what's going on there is that the visuals of the 'mech and the placement of its body model are handled separately but simultaneously, and all the textures are custom created to the exact size of the surfaces.
What that means is that in order to change the size of a 'mech, the programmers and art team would need to:
- Change the size and shape of the 'mech's skeleton.
- Rebuild all the skeleton animations.
- Rebuild all the hitboxes.
- Rebuild the visual model.
- Copy and reposition the pieces on the 'mech (cockpit panels, ladder rungs, handles, pulleys, etc.)
- Reconstruct at a different size every single visual texture for every element of the 'mech.
- Recompile all these changes into a 'mech.
- Redo all testing to be sure no animations/textures are broken.
Movement types don't affect the model size. What a movement type (Tiny, Small, Medium, Large, Huge) affects is the handling of the 'mech in terms of turns, acceleration, deceleration, and how well it ascends and descends slopes.
If this is true they have to do remake an entire mech from scratch if they want to change it's size.
We complained about the size of mediums a lot back in Founders beta, but PGI didn't listen.
Back then all they needed to do was change the sizes of 2 mediums and 2 heavies but they didn't.
Well i say: No mercy. Make the medium and heavy mechs sizes into what's logical.
Sure it might make the devs delay the release of future mech packs but to be quite frank i don't care.
Because if things continue like this all the future mechs will have the same weird sizes.
Your favorite medium or heavy mech risks arriving to MWO one day with a size that doesn't make sense.
Or with a CT that looks more at home on a 100 ton mech.
Or it's most defining characteristic in the lore totally ignored.
Even with all this work it should still take much less time than creating a mech entirely from scratch.
Edited by Spleenslitta, 24 May 2015 - 11:28 AM.