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The Atlas.


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#21 Alek Ituin

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Posted 16 August 2015 - 09:02 PM

View PostSigilum Sanctum, on 16 August 2015 - 08:27 PM, said:


Jesus christ. What are you reinforcing its armor with? Union class dropship infrastructure?


Obviously it's an osmium metallofullerene lattice composite, with layers of monocrystalline graphene, nanocrystal steel, and nanoceramics.

#22 Xetelian

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Posted 16 August 2015 - 09:09 PM

View PostAlek Ituin, on 16 August 2015 - 09:02 PM, said:


Obviously it's an osmium metallofullerene lattice composite, with layers of monocrystalline graphene, nanocrystal steel, and nanoceramics.



I have 1 word and it rocked the summer block buster huge huge huge financial gains.
Unobtainium

The only obtainium known for forming under forests filled with sentient natives.

Hardens from the natural mana of the planets life/death cycle. Kind of like Mako in FF7.

#23 Hit the Deck

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Posted 16 August 2015 - 09:10 PM

View Postbad arcade kitty, on 16 August 2015 - 08:52 PM, said:

and mixed loadouts are better than boating how

They are not better.

#24 Alek Ituin

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Posted 16 August 2015 - 09:13 PM

View PostXetelian, on 16 August 2015 - 09:09 PM, said:



I have 1 word and it rocked the summer block buster huge huge huge financial gains.
Unobtainium

The only obtainium known for forming under forests filled with sentient natives.

Hardens from the natural mana of the planets life/death cycle. Kind of like Mako in FF7.


Well I'm using actual materials that can be made with modern techniques. If you actually used the composite I laid out, one of two things would happen:

A - It barely even takes a scratch when hit by weapons that would crumple normal composites like paper, but shatters like glass when you surpass its ballistic load limit.
OR
B - S**t's so heavy with the osmium layering that your arse becomes a barely mobile turret.


But hey, when all else fails - HANDWAVIUM!!! :D

Edited by Alek Ituin, 16 August 2015 - 09:14 PM.


#25 Hit the Deck

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Posted 16 August 2015 - 09:15 PM

View PostHit the Deck, on 16 August 2015 - 06:49 PM, said:

One way to make Mechs with mixed loadout like this viable is to nerf the effectiveness of specialist Mechs aka boaters, i.e. rework the convergence mechanism so that you can't build a superweapon out of a handful of the same weapons.

And the heat mechanism too while we're at it.

#26 Sarlic

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Posted 16 August 2015 - 11:29 PM

View PostArmored Yokai, on 16 August 2015 - 08:29 PM, said:

well i don't really want them i just want a model change with a few cosmetic edits
but armor quirks or whatever would be nice to make it as impenetrable as possible
so that people actually "fear" 1v1ing an atlas because it's so hard to destroy one without taking ruinous damage


I already asked.

Wait for the next Devlog. Fingers crossed!
http://mwomercs.com/...ost__p__4608288

As for Atlas:
http://mwomercs.com/...g-armor-quirks/
http://mwomercs.com/...er-a-king-crab/

Edited by Sarlic, 16 August 2015 - 11:49 PM.


#27 Speedy Plysitkos

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Posted 16 August 2015 - 11:45 PM

View PostAndi Nagasia, on 16 August 2015 - 07:42 PM, said:

=Experimental Atlas Quirks=
Additional Structure(CT): 50
Additional Structure(LT): 50
Additional Structure(RT): 50
Additional Structure(LA): 50
Additional Structure(RA): 50
Additional Structure(LL): 50
Additional Structure(RL): 50
=All this Above = Profit=

This. And we have the king of the battlefield back. Must do.

Edited by Titannium, 16 August 2015 - 11:46 PM.


#28 R0B0TULISM

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Posted 17 August 2015 - 12:30 AM

Atlas. The help it needs is much. +50% armor on all hitboxes would be a start (if less sh1tty hitboxes are out of the question), and maybe give it a +50% torso twist rate so it can spread damage like crazy.

#29 Kh0rn

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Posted 17 August 2015 - 12:56 AM

I feel like a over all haul of its look is needed I would vote the top left for its new look. It would also move the energy points on the arms to higher up. Enlarge the arms , slim down the side torsos, Added said armor quirk. But like Khobia Said its a varied load out mech, as most mechs should of been in this game. But now that boating has pretty much taken over the Atlas falls short. While the Atlas did not carry as much firepower as other assaults it sure as hell out tonned them in armor. Giving it larger arms an slimming down the side torsos will work. Look at the Banshee it can spread damage an survive longer purely by that design.

#30 Juodas Varnas

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Posted 17 August 2015 - 01:06 AM

Apart from the model/hitbox edits, like some people pointed out, i'd love to get the ability to choose different skull-heads for the Atlas. I mean, the possibilities are basically endless! I for one, would absolutely LOVE a more "realistic" skull, kind of like the Skull the one from the MW:5 trailer had.
Posted Image
Even though the design of the mech itself wasn't great in that trailer (no hand actuators, just overall kind of meh) but the head really stood out for me and i'd love to have it on the Atlas in MW:O.

This whole customizable geometry thing, is a really big missed opportunity for PGI.

#31 Speedy Plysitkos

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Posted 17 August 2015 - 01:58 AM

or simply give atlas cheetah survivalibility. so that he will loose armor by 1% every f*ing time it get hits.

#32 Joseph Mallan

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Posted 17 August 2015 - 02:02 AM

View PostKrazedOmega, on 16 August 2015 - 06:48 PM, said:

I really miss the feeling you had of piloting an Atlas back in beta. It felt like an unstoppable killing machine that could take so much damage and keep on going. When you turned a corner and ran into one it was an "oh ****" moment. Now it's almost surprising to see one in game and you know its right torso is going to be gone in four seconds. An Arctic Cheater is more menacing.

That feeling of fear needs to be brought back.

I don't remember my (F)Atlas being like that in Beta! :huh: I could kill stuff... but unstoppable???

#33 MeiSooHaityu

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Posted 17 August 2015 - 03:12 AM

View PostArmored Yokai, on 16 August 2015 - 06:46 PM, said:

but that won't be enough as the current atlas is too bulky and looks like a neckless bodybuilder as it also deals with side torsos that are easily able to be blown off(i see atlases without side torsos very often), ergo why not give it a rework
that gives cosmetic and hitbox changes with a few quirks.


Well, the Atlas is a 100 ton Assault that stands upright (humanoid). It isn't going to be skinny.

I also think the current design from an asthetics standpoint looks good. You could have MechWarrior 4s design (god those game developers couldn't draw a mech)....ugh, here is a 3D model of the atrocity...
Posted Image


I agree that maybe some armor or structure buffs are in order. Make it super tanky maybe. Still, don't make it too XL friendly. There will need to be a fine line to walk on that.

#34 Alistair Winter

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Posted 17 August 2015 - 03:32 AM

I think a lot of people miss the days when turning a corner and encountering the glowing eyes of an Atlas would make you **** your pants. Even when I started playing (after the glowing eyes, sadly), the Atlas would send most guys running.

You can increase armour and structure untill the Atlas is as indestructible as the cars in River City, but it's never going to really scare anyone as long as many heavy mechs have more firepower. 4Mlas, AC20 and some SRMs just isn't very scary anymore. And some indestructible mech running around at ~50 kph with mediocre firepower just means people will try to avoid and ignore it.

If the Atlas had the same hardpoint inflation that the King Crab got, it would be a different story. I don't like hardpoint inflation, but in the case of old mechs like the Atlas, I don't mind it. PGI already has all the 3d models needed to give the Atlas as many hardpoints as the the King Crab. All the three King Crab variants have 10 hardpoints each. So for the Atlas, that would be:

AS7-D: 6E, 2B, 2M
AS7-RS: 8E. 1B. 1M
AS7-S: 4E, 2B, 4M
AS7-D-DC: 4E, 3B, 3M
AS7-K: 6E, 1B, 3M
AS7-BH: 6E, 3B, 1M

Then give some armour and structure quirks to compensate for the tall profile, if needed.

Just to be clear, I don't want TTK to go down. But it doesn't help the TTK to have mechs like the Catapult, Commando and Atlas running around with fewer hardpoints, because it just means most people won't play those mechs anymore.

#35 Random Carnage

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Posted 17 August 2015 - 03:51 AM

Atlas was my first love in MWO. First chassis to be mastered. Did OK (approx 1.6 kdr), for a while but steadily lost ground and became disillusioned with it as every second mech in game began to out gun it. It needs a full rework on armour, internals, fire power and load-out mix. The Atlas should be the king of brawlers, and even make the Dire think twice before engaging. All else being equal, a well piloted Atlas should be undisputed short range brawler champion, with the Dire being a close second, but the Dire would take the top spot outside the 270m AC20/SRM6 range.

These days my main is a Dire. When I meet an Atlas, it's "meh" as I double tap my 4 UAC 10's into the right torso for 80 points (87 if I throw in my CERML) removing their ballistic and any right arm weaps, then its no real problem from there on out taking care of the rest.

Same goes for KGC's. Double tap the right torso and they instantly lose half their ballistics and all of their energy weaps. The rest is easy. n some cases, they turn out to be running XL engines and the fight stops right there.

I love my Dire, but I would love to see the Atlas become a formidable tanking powerhouse again.

And, FFS, there is no way in hell that any light should be able to 160kph behind an Assault, alpha the back and take them out. That **** needs to be eliminated from the game. An assault of any stripe should not be that susceptible to a single light.

#36 Sir Wulfrick

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Posted 17 August 2015 - 04:09 AM

As I've said many times before, the Atlas does indeed need additional protection. It does not require any more weapons quirks or more hard points.

It's severely hard-point deficient for a mech of its tonnage and to keep things in the spirit of the original designs I think that the Atlas should be made what it always has been: the "tankiest" mech in Battletech. It ought to receive +25% armour quirks to all three torso sections, with a minimum 15-points on the rear torsos, an extra 25% internals on all three torsos and the arms and +25% head armour. The legs are fine as-is.

The thing doesn't have ECM apart from the DDC, has horrifically low-slung arm weapons, a nearly-useless CT energy hard point on the D model and a maximum of two ballistic hard points in the same torso section. It's also (I think) the tallest mech in the game and is relatively slow even with a gigantic 350 standard engine.

The -D-DC and -S are MAYBE tier-3 mechs. The D, RS and BH are at best barely viable tier-4 mechs. The AS7-K is a failed design and is obsolete.

To balance out the above it should be made incredibly difficult to kill.

#37 Speedy Plysitkos

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Posted 17 August 2015 - 05:07 AM

armor quirks, and specialy for right torso.

#38 VirtualSmitty

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Posted 17 August 2015 - 05:15 AM

Armor buffs similar to what the Zeus, BLR-2C, or HGN 733B got would do wonders for the Atlas.

Edited by Precentor Martial Jarcaddy, 17 August 2015 - 05:16 AM.


#39 Rhaythe

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Posted 17 August 2015 - 05:29 AM

View PostMeiSooHaityu, on 17 August 2015 - 03:12 AM, said:


I also think the current design from an asthetics standpoint looks good. You could have MechWarrior 4s design (god those game developers couldn't draw a mech)....ugh, here is a 3D model of the atrocity...


Anyone remember the fugly MWLL version?

Posted Image

#40 Kh0rn

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Posted 17 August 2015 - 05:55 AM

That was a low poly This was the final release with a proper skull head. I really hated that previous bubble cockpit. Posted Image





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