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Not Bipedal Mechs


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#21 VinJade

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Posted 09 January 2016 - 01:09 AM

lets see, you need three or more books just to get what you can find in Battletech Master Rules(revised) Tri-pods, Dark Age, and getting rid of level systems.

#22 Alistair Winter

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Posted 09 January 2016 - 01:31 AM

View PostSteinar Bergstol, on 08 January 2016 - 07:35 PM, said:

Ask Juodas Varnas about Quads. Posted Image

You don't have to ask him. He already knows we're talking about it. He can feel his skin itching. He can smell it in the air. He will be here shortly.

Posted Image



#23 Juodas Varnas

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Posted 09 January 2016 - 01:55 AM

View PostAlistair Winter, on 09 January 2016 - 01:31 AM, said:

You don't have to ask him. He already knows we're talking about it. He can feel his skin itching. He can smell it in the air. He will be here shortly.

Posted Image







There's not much to add to what hasn't been said already.

People already discussed the lack of chassis in the current timezone, the possible issues with the modelling/rigging etc and the difficulty in making them a viable choice balance-wise.

Now, i'd just like to chime in on the latter, by taking a look at the way Planetside handles their tanks (more specifically the Vanu hovertanks as opposed to the more normal tanks of the other factions). They handled pretty much how i'd expect Quadruped mechs to handle in Mechwarrior, it was WASD for directional movement and Mouse for rotating the whole vehicle. The main cannon was also, like the Quads, forward facing (when other tanks had full 360 degree rotational turrets, so for the most part, even more than the Biped mechs in Mechwarrior).
And in that game (at least while i was playing it), the tanks were quite balanced with each other (heck, i'd even say that the directional movement of the Vanu tank made it the best tank of them all) and seeing how current quirk system works, i don't think making the Quadruped mechs viable would be that much of a difficult task (maybe just tedious)

But yeah, back to being little old me, i'd sell one (or both) of my kidneys for them. I won't be using them much if Quads get implemented Posted Image
Maybe one of the lungs too.

Edited by Juodas Varnas, 09 January 2016 - 01:58 AM.


#24 VinJade

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Posted 09 January 2016 - 02:03 AM

@JV
what do you think of the PS MW game where you could unlock their quad mech?
That thing actually looks like a turret on legs and I had a blast using it in the game.
So I wonder couldn't they use that to help them get a basic understanding of Quad mechs?

#25 Juodas Varnas

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Posted 09 January 2016 - 02:08 AM

View PostVinJade, on 09 January 2016 - 02:03 AM, said:

@JV
what do you think of the PS MW game where you could unlock their quad mech?
That thing actually looks like a turret on legs and I had a blast using it in the game.
So I wonder couldn't they use that to help them get a basic understanding of Quad mechs?

I believe you're talking about Mechwarrior 2.
Yeah, it's currently the only Mechwarrior game to include a Quadruped mech, which was the 25 ton Tarantula.
Posted Image
Though, i personally, can't remember how exactly it worked in the game, but i THINK it worked just like a normal mech would've, with torso-twist and all, which is strange, because i also remember some bipedal mechs not having torso-twist themselves.

Not sure, maybe i'm just imagining things, hahaha

Edited by Juodas Varnas, 09 January 2016 - 02:09 AM.


#26 VinJade

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Posted 09 January 2016 - 02:15 AM

mechs such as the Nova and any other mech like it cannot torso twist but it can move a little to the left or right, but not by much.

and yep that's the game, also like you said it moved like a normal mech, though if I recall correctly the twist as more than 180 to ether side giving it the largest torso twist of any mech. though in the TT game Quads cannot torso twist at all.

Edited by VinJade, 09 January 2016 - 02:16 AM.


#27 Satan n stuff

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Posted 09 January 2016 - 02:47 AM

View PostVinJade, on 08 January 2016 - 07:53 PM, said:

in the PS mw game they had a quad mech, so if a PS game can do it why can't PGI?

Games were a lot cheaper to make back then.

#28 TELEFORCE

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Posted 09 January 2016 - 03:17 AM

I think it would be cool to have quad 'mechs in-game, but I can imagine players complaining about the lack of space to put weapons in them. As quad 'mechs have no arms and two extra legs, the 'mech loses 16 slots. They also can't torso-twist to bring their weapons to bear quickly.

To make up for that, the game developers could allow quad 'mechs to strafe like in first person shooters, and use the mouse to aim (someone mentioned this earlier and I think it's a good idea).

If a quad 'mech loses a leg, instead of being restricted to 40 kph of forward speed, they can lose just a quarter of their original maximum speed. Loss of a second leg will drop that down to 1/3 of their speed, and loss of a third leg will affect the quad 'mech as though it were a bipedal 'mech with one leg gone. Also, a forward leg would be lost when its corresponding side torso is blown away.

The question is, are the benefits enough to make up for the shortcomings these machines would have in MWO?

#29 ThornScythe

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Posted 09 January 2016 - 04:21 AM

View PostAlistair Winter, on 09 January 2016 - 01:31 AM, said:

You don't have to ask him. He already knows we're talking about it. He can feel his skin itching. He can smell it in the air. He will be here shortly.

Posted Image






Seems like I will cursed to Death Posted Image

I literally sleep on it and had some ideas how it could be done, but most are already described, but pretty much better speed retention in case of legged, better terrain maneuverability, more speed for a lower engine, side-walking almost or no difference in back-speed or forward depending on leg design but most available in this epoch would have that, and better acceleration deceleration speed. Built in target retention for missiles with lock on (if they would be on the torso, you get what I mean)


But ye it really should not be implemented to few mechs on the timeline and even in the overall timeline they would be to few, but with would clearly be a unique feature in all mechwarrior games to date.

I'm really being cursed to Death I can feel it deep in my bones

PS: and actually the few that exist most don't even have enough variants

Edited by ThornScythe, 09 January 2016 - 04:39 AM.


#30 Escef

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Posted 09 January 2016 - 12:25 PM

View PostNarcissistic Martyr, on 09 January 2016 - 12:09 AM, said:

Eh... I find side stepping useful so long as the quad is fast saving it a few movement points and thus letting me move further or move the same distance but letting me walk instead of run and thus improve my modifiers by a step.

Problem is the only quad that this is often a factor for is the scorpion. The rest are just big slow assaults or far in the future.


The Tarantula in TRO 3055 is a fast, light quad. There's a few other fast light and medium quads out there, but not many (and I'm not certain of their place in timeline without looking them up).





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