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The Unseen - Dead Horse No Longer


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#541 Hollow Earth

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Posted 29 July 2015 - 06:58 PM

View PostEd Steele, on 28 July 2015 - 06:27 PM, said:

Here is a picture of the prototype Warhammer miniature that someone had posted on reddit:

Posted Image

Looks like the biggest change is in the arms.


My my, that is gorgeous! and the boxy part that connects to the arm looks way more sturdy then the hinges on the oldhammer.
I dont even play the tabletop Battletech (unless you count megamek on PC) but i would buy it and have it on my desk. i also can't wait to see how the Archer and the Crusader will turn out.

Also, i know people want a Marauder, but honestly, i rather have a Warhammer, Archer and a Crusader. the Archer seems like a solid LRM platform. (Which i would load up with LRM 5's for rapid fire maximum screen shake mode ;) ) and the Crusader looks like something that would work as an SRM brawler. the Marauder on the other hand, only looks cool but seems like whatever the Marauder can do, the Warhammer can do better. Unless im not playing them correctly or that AC/5 makes a bigger difference then i realize.
Also SS's bulkier rendition of the marauder looks so much better then it's anorexic Macross origin because that thing looks like it will fall on it's ass trying to climb a slope.

#542 Dino Might

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Posted 29 July 2015 - 07:23 PM

Bring on the unseens! Can we turn this thread into one similar to the urbie thread? After 100 pages, PGI will start to seriously consider it...

#543 Sereglach

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Posted 29 July 2015 - 07:31 PM

View PostDino Might, on 29 July 2015 - 07:23 PM, said:

Bring on the unseens! Can we turn this thread into one similar to the urbie thread? After 100 pages, PGI will start to seriously consider it...

I have no qualms over that. I've already seen pretty reasonable discussions about theorycrafting packages, and I've put up a list of theorycrafted variants. I'm sure we could keep conversations about those topics, and just how awesome the mechs would be in general, going on for 200+ pages if needed.

Heck, we're already almost to 30 pages.

#544 Dino Might

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Posted 29 July 2015 - 07:51 PM

need at least 20 pages of why a working spotlight is necessary on the warhammer and how it could be implemented

#545 Outlaw

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Posted 29 July 2015 - 08:18 PM

View PostBishop Steiner, on 29 July 2015 - 04:26 AM, said:

I prefer the Reseen version of the Marauder, personally, but it is what it is.


Wow and I thought I was the only one.

#546 CMDR Sunset Shimmer

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Posted 29 July 2015 - 08:39 PM

View PostOutlaw, on 29 July 2015 - 08:18 PM, said:


Wow and I thought I was the only one.


Reseen marauder isn't that bad. it looks much more possibly than robotech marauder.

That being said, I get the nostalgia for the original too.

Me, I'm 100% fine with both or any redesign that tries to incorporate both asthetics.

Posted Image

Here's how MW4:Mercs Mektek edition handled the marauder... works in my book.

#547 Sereglach

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Posted 29 July 2015 - 08:57 PM

View PostDino Might, on 29 July 2015 - 07:51 PM, said:

need at least 20 pages of why a working spotlight is necessary on the warhammer and how it could be implemented

I'm actually pretty much for that. A working spotlight on a Warhammer, used on all the maps that happen at night (as they get dynamic time overhauls, like the new River City), would wreak havoc on people using night vision. It could even make for a nasty ambushing tactic to blind people before opening fire.

It could even have a toggle switch. Make it use the missile door toggle, since the Warhammer won't have missile doors. Open = on; shut = off.

Or it could use the rarely utilized cockpit light level button, which could theoretically have the spotlight work inversely to the cockpit lights. Cockpit lights on high (the default) = spotlight off; cockpit lights medium = spotlight low-beam; cockpit lights off = spotlight high-beam. It's actually not unlike the way we drive cars, today, where if you turn on your headlights your console lights will automatically dim to compensate for driving in nighttime conditions.

#548 MischiefSC

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Posted 29 July 2015 - 09:09 PM

So it won't be the *exact* same legal images as the original Unseen- but if you look at the picture in the OP, specifically these images

Posted Image

and

Posted Image

Yeah.

HEY PGI. YOU KNOW WE <3 THE HOLY LIVING **** OUT OF ALIXS' WORK BUT WE WANT THESE. PRETTY MUCH JUST LIKE THAT. WE WANT TO THROW MONEY, IN BIG PILES, AT THAT. WE WANT OUR BATTLEMASTER TO LOOK LIKE THAT AND WE WANT OUR WARHAMMER/MARAUDER/ET AL UNSEEN TO LOOK LIKE THAT.

PLEASE LET ME GIVE YOU MY MONEY.

#549 martian

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Posted 29 July 2015 - 09:21 PM

View PostSereglach, on 29 July 2015 - 08:57 PM, said:

It could even have a toggle switch. Make it use the missile door toggle, since the Warhammer won't have missile doors. Open = on; shut = off.

It will have. Check the Shimmy's illustration, the computer-generated model and the miniature again.

View PostSereglach, on 29 July 2015 - 08:57 PM, said:

Or it could use the rarely utilized cockpit light level button, which could theoretically have the spotlight work inversely to the cockpit lights. Cockpit lights on high (the default) = spotlight off; cockpit lights medium = spotlight low-beam; cockpit lights off = spotlight high-beam. It's actually not unlike the way we drive cars, today, where if you turn on your headlights your console lights will automatically dim to compensate for driving in nighttime conditions.

That's much better idea.

Edited by martian, 29 July 2015 - 09:22 PM.


#550 Juodas Varnas

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Posted 29 July 2015 - 11:14 PM

View PostMischiefSC, on 29 July 2015 - 09:09 PM, said:

Posted Image

Yeah.

HEY PGI. YOU KNOW WE <3 THE HOLY LIVING **** OUT OF ALIXS' WORK BUT WE WANT THESE. PRETTY MUCH JUST LIKE THAT. WE WANT TO THROW MONEY, IN BIG PILES, AT THAT. WE WANT OUR BATTLEMASTER TO LOOK LIKE THAT AND WE WANT OUR WARHAMMER/MARAUDER/ET AL UNSEEN TO LOOK LIKE THAT.

PLEASE LET ME GIVE YOU MY MONEY.

Well, that IS Alex's work, i guarantee it. (the first one is Shimmering Swords, though), they have very distinct artstyles.

But i do agree. Our Battlemaster NEEDS a bubble cockpit, (maybe even the pistol weapon, but the current one is fine, apart from skinny PPCs)

Edited by Juodas Varnas, 29 July 2015 - 11:14 PM.


#551 NocturnalBeast

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Posted 29 July 2015 - 11:20 PM

View PostDino Might, on 29 July 2015 - 07:23 PM, said:

Bring on the unseens! Can we turn this thread into one similar to the urbie thread? After 100 pages, PGI will start to seriously consider it...


Yeah, if people made enough noise to get that silly trash can into the game, the surely we can get our (re)seen into the game!

And I don't quite like the cockpit / CT on Shimmering Sword's Marauder, it is a bit too bulky.

Edited by Ed Steele, 29 July 2015 - 11:22 PM.


#552 Juodas Varnas

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Posted 29 July 2015 - 11:21 PM

View PostEd Steele, on 29 July 2015 - 11:20 PM, said:


Yeah, if people made enough noise to get that silly trash can into the game, the surely we can get our (re)seen into the game!

There's nothing silly about the Urbanmensch, uhhh Urbanmech.

#553 Nightshade24

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Posted 29 July 2015 - 11:37 PM

View PostDeimos Alpha, on 28 July 2015 - 06:46 AM, said:

Was looking at the Goliath four legged mech and it got me thinking do you think they'll ever introduce mechs with multiple legs?


excluding other issues such as controls... animations... gameplay... there is 1 more thing that hates quad mechs...

They got much less crit slots...

Arms as you know got 12 crit slots, 2 is removed for shoulder and upper arm actuator.

On some mechs you can have a lower arm actuator (3 total) and hand (4 total) so at worst you got 8 slots avialable...

Legs? it's around 6 slots from memory... 1 is taken by hip... 1 by lower leg actuator... 1 by upper... 1 by foot.... that's 4 taken leaving only 2 left...



So from having 10 to 8 slots in 2 of your limbs, you went down to 2 and those slots that 'dissapeared' is not being used for other stuff...


This is mainly a problem when it comes to XL engines... single heatsinks.... endo steel... ferro fibrous.... etc. And due to the situation it really makes clan quads look good... even then. Clan quads in most cases omni or not will have issues even versing non-quirked IS mechs....

Due to these reasons, quads will have crazy quirks... if ever added... even then they may be useless....

#554 Nightshade24

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Posted 30 July 2015 - 12:02 AM

View PostEd Steele, on 28 July 2015 - 01:00 PM, said:

Collisions, knockdowns, melee, proper Merc / Lone wolf CW integration, Solaris first please!



Well... I would kinda wish to have...
"tanks
helicopters
wheeled combat vehicles" and to add to the list...

Dropships (detailed... like the ability to shoot it's turrets off or destroy the dropship or damage the engines or what have you... in CW for the leopard dropships I can understand why destroying it may not be practical, but damaging it's engines could resault in longer respawns... destroying turrets well... destroys it. etc...)
(other dropships and such... ie the upcoming unions and overlords... would be nice if they can be killed and be locked on with missiles and such and have a UI and such as a targeted enemy as well as not have a ECM randomly...)

Aerospace fighters (we already got 1 in game for airstrike... but it would be cool for the airstrike one that we have the ability to shoot it down and/or pick it up on radar so we can avoid being hit by it. Toning down the speed a little bit to around 300 kph instead of it's current speed may be useful as well... also in CW I think non player aerospace fighters could be an interesting part of the game...)

Helicopters (Nightwinds... Peregrines... reminds me of MW4 all over again... unlike aerospace fighters this is a bit more practical in game due to it's movement type, speed, weapons, etc. would be possible as for the attacker side in CW)

Tanks and hovercraft (would help immensely to help the player have a sense of scale... seeing these low vehicles running over poorly parked cars as well as shoot at enemy mechs, turrets, other tanks, etc would be a nice scene. also lots of CW value and such)

APC's, Armoured cars, Missile carriers.. .etc (things that only got very light armour / weapons used on light work... maybe can deploy infantry or battleamrour... other light vehicles can be some of the best ways to take them out... missile carriers spamming SRM's or LRM's would create a bit more depth. ... )

Structures... (factories, fuel tanks, refueling staitons, Hangers, repair bays, oil rigs... etc... these can be interesting...>

mission objectives to destroy these for eg... fuel tanks making big boom.... repair bays can repair and rearm mechs but require them powered down for awhile... etc...)




These will create quite a bit more depth into the game and help aid CW a lot in my eye as well as normal games where the turret and such can take some improvements...


Collisions... these will be nice, however knockbacks is a different story... takes a bit more effort from PGI and needs a lot more stability and other lag-specific problems fixed before knock backs... I'm already having the occasional rubber banding/ warping/ teleporting issues where team mates can sometimes push me of a bridge or what have you... imagining me running in my locust then ending up teleporting face first beside an atlas isn't the best thing that can happen to me... it can kill players from regions such as NZ and stuff quite a bit... also oceanic servers may be ariving... but from memory it will be most likely in Singapore... which isn't that much better then US last time I checked from NZ's location.....

Melee... a lot more harder thing to do in game... even more harder to balance... can be seriously underpowered, or over powered... can be underpowered to the point that gauss/ ac 20 / lbx 20 / flamers (can happen...) / machine guns / small lasers will out do melee weapons due to the range and punch and stuff.... while on other hand you could have near insta deaths... it's kinda hard to ballance and I do not think much people will have to much of a fus that it may never be added... I mean adding quad mechs could be much more better thing to do for simular resources.... even then...

Propper Merc/ lone wolf is being worked on, wouldn't mind seeing this first at all.

Solaris VII... ah. memories... well they said they will do this after CW is mostly finished and planning is already in the works... But tanks/ dropships/ propper turrets/ helicopters/ oil rigs/ factories/ repair and rearm bays/ etc can seriously help CW out and might be in the full picture of there scheme for CW... so in a way it may be already in a way confirmed that these ai's will come out before solaris... even then Solaris will require some ai's to keep things random...

Reasons? in a 100% player solaris game, we may have the situation some people may know each other... so they do not fire at each other, this may be fine between 2 people but more then that it will be a bit tricky... also you got your AFk's... your DC's... your people hidding out in the middle of no where... etc. Ai's being thrown to the mix in mechs spread evenly through the players (being 50 to 20% of the match... IS say 50 as it's a good filler for when que is having issues... keep in mind solaris mostly plays by weight class and do not forget all those times a certain que is dropped bellow 5%... the mixed class games are usually championships or grand championships and having them every game is a bit silly... ai's can help with que)... having them spread through will help encourage battles and such as well as engage those people who like hide and seek... of course the person can kill them and then hide, but then they had to at least be in battle first...

Ai's for mechs and such is in the works as well and also single player campaigns... so ai's in solaris VII doesn't make it look that silly. of course I would like the numbers kinda low...

Another thing is I would like if names were not visible at all in Solaris to prevent some people easily spotting others... besides possibly showing tags like "3050 Solaris Grand champion" or "3051 Jungle Champion" or "Jungle Medium Veteran", vague recognition hinters and stuff... these won't be that far-out as the announcer (duncan fisher) often nit picks on the well-known pilots for discussion at least in earlier games and it makes sense...

Talking about the guy who came out of no where and won the grand championship in 3050 instead of specifically high light on some new guy who joined in 3051 and died after a single kill...


-shrugs- getting of topic now...


In short i wouldn't mind tanks and stuff before osme things in your list but I am not saying your complete list isn't needed in game...

#555 Nightshade24

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Posted 30 July 2015 - 12:10 AM

View PostHollow Earth, on 29 July 2015 - 06:58 PM, said:


My my, that is gorgeous! and the boxy part that connects to the arm looks way more sturdy then the hinges on the oldhammer.
I dont even play the tabletop Battletech (unless you count megamek on PC) but i would buy it and have it on my desk. i also can't wait to see how the Archer and the Crusader will turn out.

Also, i know people want a Marauder, but honestly, i rather have a Warhammer, Archer and a Crusader. the Archer seems like a solid LRM platform. (Which i would load up with LRM 5's for rapid fire maximum screen shake mode ;) ) and the Crusader looks like something that would work as an SRM brawler. the Marauder on the other hand, only looks cool but seems like whatever the Marauder can do, the Warhammer can do better. Unless im not playing them correctly or that AC/5 makes a bigger difference then i realize.
Also SS's bulkier rendition of the marauder looks so much better then it's anorexic Macross origin because that thing looks like it will fall on it's ass trying to climb a slope.


Archer and warhammer are technically in game... or well... the Clan counterparts that is... (mad dog "Vulture" and Hellbringer "Loki).
Profile.. weapons... role... etc both quite match together very well...

Marauder on the other hand... that is pretty unique and hardpoint wise can be quite unique... I do hope they keep most of them at 1 ballistic hardpoint and also luke warm quirks to the AC 5 and stuff.... excluding that it is kind of vaguely simular to the 2012-2013 builds for the catapult K2 but more optimised and heavier...

Also MArauder will open up the Marauder II (only "unseen" 100 tonner out there and god it should be in game... ) and the Marauder IIC (clans have no IIC heavy mechs really, orion was a huge stretch and was a rare mech. Marauder IIC is a good option to fill in... note. Warhammer IIC is an assault...)

View PostFlash Frame, on 29 July 2015 - 08:39 PM, said:


Reseen marauder isn't that bad. it looks much more possibly than robotech marauder.

That being said, I get the nostalgia for the original too.

Me, I'm 100% fine with both or any redesign that tries to incorporate both asthetics.

Posted Image

Here's how MW4:Mercs Mektek edition handled the marauder... works in my book.

problem with that is I believe the Ac 5 is torso mounted...

And if we look at most mechs in game... Atlas (LRM 20 specifically), Direwolf B (LBX 2 specifically), etc... we see that PGI hates having weapons in areas they do not correspond to...

View PostSereglach, on 29 July 2015 - 08:57 PM, said:

I'm actually pretty much for that. A working spotlight on a Warhammer, used on all the maps that happen at night (as they get dynamic time overhauls, like the new River City), would wreak havoc on people using night vision. It could even make for a nasty ambushing tactic to blind people before opening fire.

It could even have a toggle switch. Make it use the missile door toggle, since the Warhammer won't have missile doors. Open = on; shut = off.

Or it could use the rarely utilized cockpit light level button, which could theoretically have the spotlight work inversely to the cockpit lights. Cockpit lights on high (the default) = spotlight off; cockpit lights medium = spotlight low-beam; cockpit lights off = spotlight high-beam. It's actually not unlike the way we drive cars, today, where if you turn on your headlights your console lights will automatically dim to compensate for driving in nighttime conditions.

I can see PGI add a new button for spotlights and I wish PGI do add them BUT also normal lights for mechs as well (much more weaker lights that illuminate under 160 meters in front of them? Keep in mind spotlights do like nearly 1km of light... heh... I sense raves)

#556 Black Ivan

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Posted 30 July 2015 - 02:59 AM

Bring them on. I would buy them in a Mech Pack

Edited by Black Ivan, 30 July 2015 - 02:59 AM.


#557 Alan Davion

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Posted 30 July 2015 - 03:08 AM

View PostNightshade24, on 30 July 2015 - 12:10 AM, said:

Marauder on the other hand... that is pretty unique and hardpoint wise can be quite unique... I do hope they keep most of them at 1 ballistic hardpoint and also luke warm quirks to the AC 5 and stuff.... excluding that it is kind of vaguely simular to the 2012-2013 builds for the catapult K2 but more optimised and heavier...

Also MArauder will open up the Marauder II (only "unseen" 100 tonner out there and god it should be in game... ) and the Marauder IIC (clans have no IIC heavy mechs really, orion was a huge stretch and was a rare mech. Marauder IIC is a good option to fill in... note. Warhammer IIC is an assault...)



Marauder IIC is also an assault, weighing in at 85 tons, same as the Warhammer IIC.

Marauder IIC 1 is also all energy. 3 ER PPCs, 2 MPLs and 4 SPLs.

#558 MeiSooHaityu

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Posted 30 July 2015 - 03:11 AM

I actually think the Battlemaster's current cockpit is one of my favorites in the game... From the inside anyway. The outside does look blah.

#559 Joseph Mallan

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Posted 30 July 2015 - 03:17 AM

View PostBishop Steiner, on 29 July 2015 - 06:33 PM, said:

ain't heresy something you make out of potatoes?
Its a city in Pennsylvania... But yeah the spelling does look a little off!

#560 Odanan

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Posted 30 July 2015 - 03:56 AM

Definitive proposal for the Phoenix Project II:

Tier 1: Wasp and Stinger, $40;
Tier 2: Tier 1 + Valkyrie and Phoenix Hawk, $80;
Tier 3: Tier 1 + Tier 2 + Rifleman and Crusader, $120;
Tier 4: Tier 1 + Tier 2 + Tier 3 + Archer and Warhammer, $160;
Tier 5: Tier 1 + Tier 2 + Tier 3 + Tier 4 + Marauder and Longbow, $200.
(Marauder II could come as a bonus, reward or reinforcement)

Super cool loyalty mech: special geometry Battlemaster variant, more similar with the Unseen version.





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