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Marauder Scale Video Is Up!


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#41 TexAce

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Posted 27 November 2015 - 04:15 AM

View PostDodger79, on 27 November 2015 - 03:24 AM, said:

Well, gameplay-wise it's good to see that it is so small. But immersion-wise i would have liked a huge, bad looking MAD staring down at his prey better :D


yep I agree on this.

Plus. its deadly from the front, but extremely easy to kill from the side.

#42 XX Sulla XX

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Posted 27 November 2015 - 04:48 AM

Hopefully it gets some decent armor quirks.

#43 Sarlic

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Posted 27 November 2015 - 06:57 AM

It's not even funny how rediculous the scaling currently is. Just take a look on the line-ups.

It begins to start like TT. The few mechs from the Community polls who are up for the re-scale program (with no ETA or info as of yet) are not going to cut it.

Why choose any other mech in the same tonnage when underscaled mechs with sub par hitboxes and everything just owns the rest?

Aside from nostalgia.

I mean really?

Not saying they should release oversized mechs with oversized hitboxes but i am beginning to wonder why not apply a different strategy when everyone will be a winner instead of some mechs are falling more and more behind of hardpoint inflation, scaling and more.

Rather see a good detailed schedule of what mech and when it will get reworked instead of charming the buyers.

In before the keep the money rolling reply.

Edited by Sarlic, 27 November 2015 - 07:09 AM.


#44 Scanz

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Posted 27 November 2015 - 07:39 AM

increase by 10% please.



ORR !!!!!!!!!!!!!!


WE NEED DOWNSCALE ALL MECH EXCEPT ASSAULTS

THEN WE GET AGAIN FEELING OF BIG STOMPY ROBOTS! may be :)

#45 Madcap72

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Posted 27 November 2015 - 08:15 AM

View PostAnarcho, on 27 November 2015 - 03:24 AM, said:

i like that the new mechs are coming smaller, but are they following lore sizes? if they re scale the older ones to match the new release will be great!

Also, people, remember, mass =/ size. You can have a block of steel of 2mt3 weight the same thing as 5 cars...

Don't think they're following lore sized very close at all, considering lights should only really be 6' shorter than assaults.

10-12 meters tall is the given range for MOST mechs, from 20 tons to 100.

But you're right about mass being unrelated to size, the MAD might just be really, really, dense. :lol:

#46 Zordicron

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Posted 27 November 2015 - 08:16 AM

WE are lucky: it spreads dmg like a Crab, and acts like a Stalker from the front.

We are not lucky: it spreads dmg like a Mad Dog, and acts like the Catapult for the last 2 years from the front.


This is going to 100% come down to hitbox. If it runs like a Mad Dog, no amount of structure quirks is going to keep it from forced Std. engines and losing weapons every match.

#47 Sabazial

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Posted 27 November 2015 - 08:30 AM

I guess it's actually shorter in game than Alex intended it to be, since the modeller removed the waist section area on the orthograph.

#48 HollowBassman

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Posted 27 November 2015 - 08:51 AM

I can't help but feel a little irritated every time we get one of these scale videos. On one hand, all the new mechs seem scaled pretty well against each other and with the maps, but on the other hand, almost all of them are significantly smaller than older mechs of similar tonnage and gives the impression of power-creep.

If they have plans to rescale all(not just the 5 that were voted) of the older, oversized mechs then I think the new scale is pretty good.

#49 Screech

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Posted 27 November 2015 - 08:53 AM

Might be the first mech that really discourages torso twisting. Also arms are not really viable shields at all. Smaller profile at expense of less ability to spread damage. Interesting concept will be interesting to see if it works.

#50 Yardsail

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Posted 27 November 2015 - 08:57 AM

View PostScreech, on 27 November 2015 - 08:53 AM, said:

Might be the first mech that really discourages torso twisting. Also arms are not really viable shields at all. Smaller profile at expense of less ability to spread damage. Interesting concept will be interesting to see if it works.


My thoughts exactly. Just wondering why kind of quirks this thing is going to have.

#51 Almond Brown

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Posted 27 November 2015 - 10:30 AM

3R has a 300 rated engine on Sarna so at least it will run 65+kph. ;)

P.S. "To BIG!", To Small!, DOA!" Just par for the Forums... ;)

Edited by Almond Brown, 27 November 2015 - 10:33 AM.


#52 Sandpit

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Posted 27 November 2015 - 12:11 PM

Trust me, People who learn how to use this mech are going to love it. It's a mini-stalker essentially. My only real concern are the arms and possibly the legs (depending on how they do the hitboxes). If you shoot a "thigh" and it registers as one of the torsos, that can create some real balance issues. It's not meant (from the looks of it anyhow) to be a frontline toe to toe brawler. It's a fire-support mech.

The most common usage will probably be sniping and (depending on speed) skirmishing and then moving to reposition. If you go the energy boat route it should also act like other zombie designs. It may have one leg, one arm, and no armor, but it's still putting damage downrange.

Trust me when I say I've been waiting for this mech for 4 years. I'm also glad PGI figured out a way to get the infamous unseens worked into the game. They're really going to make a splash with Btech fans and thus far, they're looking very nice. I obviously can't give an actual review of the mech until the 1st, but I can safely say that between the Resistance 2 and Mad and Whammy, I've finally got a good diversity at all weight classes for my hangar.

TL;DR
Design rocks, unseen? check, energy platform that can contend with others in weight class, and it's my personal favorite of all-time. Sand and monkeh are pleased.

#53 InsaneRotta

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Posted 27 November 2015 - 12:34 PM

Tiny Marauder is tiny. <3

It feels a bit small compared to the other mechs in the video. I specially feel bad for the Catapult... :(

Agreed, the side profile is bigger, but not as wide as a Crab methinks.

#54 Ultimax

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Posted 27 November 2015 - 04:13 PM

I love the people upset that it's small.


It has extended side torsos that you can't miss, the arms won't soak any damage, if you have any elevation against one while shooting you will have your pick of torso section to fire on (just like King Crab).

PGI is just trying to make sure this mech is viable and decent for it's release - it would have been dead on arrival if it had been as laughably huge as the oversized Catapult.

#55 Sandpit

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Posted 27 November 2015 - 05:40 PM

View PostUltimatum X, on 27 November 2015 - 04:13 PM, said:

I love the people upset that it's small.


It has extended side torsos that you can't miss, the arms won't soak any damage, if you have any elevation against one while shooting you will have your pick of torso section to fire on (just like King Crab).

PGI is just trying to make sure this mech is viable and decent for it's release - it would have been dead on arrival if it had been as laughably huge as the oversized Catapult.

Much like a Stalker :wub: , you'll have to learn when and how to twist. You want to minimize the side profile to your enemy as that's a big target. You learn to back yourself into firing lanes at different angles and positions. The only thing that may be a pain in the Mad's butt will be how low slung those energy weapons are. You'll have to expose a lot more of your torso in order to fire them, which helps negate the slim profile advantage.

#56 Ultimax

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Posted 27 November 2015 - 06:07 PM

View PostSandpit, on 27 November 2015 - 05:40 PM, said:

Much like a Stalker :wub: , you'll have to learn when and how to twist. You want to minimize the side profile to your enemy as that's a big target. You learn to back yourself into firing lanes at different angles and positions. The only thing that may be a pain in the Mad's butt will be how low slung those energy weapons are. You'll have to expose a lot more of your torso in order to fire them, which helps negate the slim profile advantage.



I don't think it has nearly enough high mounts to play like a Stalker.

It will be much more like a small king crab.

Similar body design, similar arm mount locations, even has similar location for the few high mounts both of them do have.

#57 Sandpit

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Posted 27 November 2015 - 06:34 PM

View PostUltimatum X, on 27 November 2015 - 06:07 PM, said:



I don't think it has nearly enough high mounts to play like a Stalker.

It will be much more like a small king crab.

Similar body design, similar arm mount locations, even has similar location for the few high mounts both of them do have.

You will have to compensate for lower slung weapons, but it's going to play like a Stalker with that profile. That's going to give it the most successful rate of everything in my opinion.
The Stalker gives a similar torso-waist-leg design. The side profile is very similar to the Stalker, and it can be used in almost the same energy based loadouts.
4LL goodness and no heat issues in a Heavy? Yes and thank you. I'm also anxious to try out my BK once I order than next week as well as the crab and wolfhound. I think it's going to help make IS energy platforms much more relevant. I see more "balanced" builds lately that include energy as often as ballistics and missiles. (although I think missiles are the area lagging at bit at the moment but not my much and by missiles I mean the short range kind) Lasers are more of a "soften up" type weapon. They melt armor and weaken it physically.

As the lasers do their job, those big ballisitc boats come in and next through that weakened armor. Then the LRMs and SRMs and MGs let loose and start shredding internal stuff. Ideally that's how I see each weapon system filling its role. Obviously that is an EXTREMELY simplified description of each weapon and that there are literally dozens if not hundreds of different strategies to use for each weapon within those categories, but it gives you an idea when it comes to how I view weapons in terms of balance and filling roles.

#58 Ultimax

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Posted 28 November 2015 - 07:57 AM

View PostSandpit, on 27 November 2015 - 06:34 PM, said:

You will have to compensate for lower slung weapons, but it's going to play like a Stalker with that profile.



The Stalker plays like that because of it's high mounts, if the Stalker had to compensate for low mounts with bad side torsos it would be called "A Warhawk". Which is exactly why the Warhawk has issues, it's STs get demolished easily.

The Marauder won't be as bad as the Warhawk (it's much smaller) - but it's in a similar boat.


Also, Stalkers aren't tanky. It's one of the most overly simplistic things people falsely perpetuate.


High mounts make a mech tanky, good hit boxes or the ability to shield makes a mech tanky.

Stalkers out in the open (which happens a lot in the current high speed game) will lose half their mech, and weapons easily.




View PostSandpit, on 27 November 2015 - 06:34 PM, said:

4LL goodness and no heat issues in a Heavy?


There are already a number of heavies that can do this through either their build potential, or their quirks, or both.

GRH-5P, TDR-5SS, QCK-5K - even the Black Knight if you don't mind belly mounts.

#59 Sjorpha

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Posted 28 November 2015 - 09:35 AM

View PostSandpit, on 27 November 2015 - 12:11 PM, said:

Trust me, People who learn how to use this mech are going to love it. It's a mini-stalker essentially. My only real concern are the arms and possibly the legs (depending on how they do the hitboxes). If you shoot a "thigh" and it registers as one of the torsos, that can create some real balance issues. It's not meant (from the looks of it anyhow) to be a frontline toe to toe brawler. It's a fire-support mech.


It's much more like a mini King Crab than a mini Stalker in design, but the speed and jump jets are a major difference. I see no reason to believe it will play anything like either of those mechs. The 3R is more like a Jager with it's focus on high mounted Dakka, and I think the MAD-5M will play a bit like the CTD-3D with 2AC5+2PPC right sided poptart or 2AC5+3LL being popular builds.

Most times I hear the meme "It's a fire support mech" or "not a frontline mech" it's as a part of some kind of apologetic for a bad mech being totally good in secret kinda thing. But I think the MAD will be a pretty good mech, and very much a mech that can work the front lines too.

The 3R will have a pretty interesting slow standard DPS build with 3AC5+4Mlas, std250,14DHS and 7 tons of ammo. I wonder if those shoulder high AC5s will make slow builds like that worth it, but that could be the one possibly playing a bit like a Stalker.

The 5D I guess will be pulse+SRM brawler, which might actually be good with the new missile stats, I'm thinking something like 2ASRM6, 4MPL, 1LPL, std300 for that one. Of course, if this against all odds works well with XL there are a whole range of builds opening up.

Edited by Sjorpha, 28 November 2015 - 10:13 AM.


#60 Alistair Winter

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Posted 28 November 2015 - 09:41 AM

Posted Image

Look at this cute little snub-nosed gauss rifle.

Long gun barrels OP, plz nerf.





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