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Making Hand Actuators Worth Something
#1
Posted 06 October 2015 - 07:32 AM
Maybe a minor IS buff could make those hand actuators make a small difference, namely in climbing speed. Allow any mech (clan or IS) that has at least one hand actuator climb as though it were one weight category less to account for the hand assist in climbing steep inclines. Lights would gain the least, maybe a small boost to climb speed, but all the other mechs would benefit in increased agility and overall it would give a small but strategic boost to IS mechs particularly in maps like the canyon or alpine where climbing is pretty common, especially those that can't mount jump jets.
Don't know.. maybe it's a bad idea, but I would like to see that slot account for something other than decoration and I'm pretty sure PGI has no intention of implementing melee weapons like hatchets (hatchetman anyone?) or letting us use them in any meaningful way.
Sorry got a double post.. my bad.
#2
Posted 06 October 2015 - 07:36 AM
They dont weigh anything, so why should they be meaningful?
Edited by DarthRevis, 06 October 2015 - 07:36 AM.
#3
Posted 06 October 2015 - 07:37 AM
LAAs give you actuation, and also crit pad but destruction doesn't stop actuation.
#4
Posted 06 October 2015 - 07:38 AM
DarthRevis, on 06 October 2015 - 07:36 AM, said:
They dont weigh anything, so why should they be meaningful?
Lower arm actuator give you arm mobility.
Hand actuators add a hand to the mech and has no mechanic attached to it. It's a cosmetic thing atm.
#5
Posted 06 October 2015 - 07:39 AM
No idea if PGi implemented that, though. I'd guess the answer to that is "lol wut?"
#6
Posted 06 October 2015 - 07:39 AM
#7
Posted 06 October 2015 - 07:48 AM
Maybe an extra idea could be to reduce screen shake from all sources, because hands are kinda useful for stabilizing and stuff? Combine that with a hill climbing boost (like around 3 degrees extra minimum slowdown angle per hand? Currently each archetype gives you +5 angle (e.g. Large gets +5 over Huge).
#8
Posted 06 October 2015 - 07:52 AM
You would not be able to fire any weapons in the arm that the hand is holding an item in. Add a command on the keyboard to drop the item after it used up or damaged.
#9
Posted 06 October 2015 - 07:52 AM
Apparently they do not, I removed hand actuators in a MLX and there was no effect in the stated arm angle.
Edited by Brizna, 06 October 2015 - 07:57 AM.
#10
Posted 06 October 2015 - 07:53 AM
Death Proof, on 06 October 2015 - 07:39 AM, said:
The lower arm actuator adds this. Hand don't do anything in this game besides fill a crit slot.
#12
Posted 06 October 2015 - 08:04 AM
#13
Posted 06 October 2015 - 08:05 AM
Rouken, on 06 October 2015 - 07:53 AM, said:
The lower arm actuator adds this. Hand don't do anything in this game besides fill a crit slot.
F*ck hands then.
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/laugh.png)
They should do more than take up crit space. If they don't add extra mobility to the arms, they should; It's only logical.
#14
Posted 06 October 2015 - 08:07 AM
#15
Posted 06 October 2015 - 08:21 AM
Personally, I just want to get rid of them, or at least make them able to not just look like fists. It looks silly.
I'd be pretty happy if you can give people the finger with it.
#16
Posted 06 October 2015 - 08:24 AM
Xoco, on 06 October 2015 - 08:21 AM, said:
Personally, I just want to get rid of them, or at least make them able to not just look like fists. It looks silly.
I'd be pretty happy if you can give people the finger with it.
I always thought the hands were for moving supplies and also dropship stowage of the mechs themselves.
#17
Posted 06 October 2015 - 08:24 AM
Khobai, on 06 October 2015 - 08:04 AM, said:
Wasn't there a cheesey 80's movie about a mecha battle arena where the protagonist won the duel after his mech was mostly destroy by manually triggering an attack just like this?
#20
Posted 06 October 2015 - 09:36 AM
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