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Early Kodiak Hitbox And Build Speculation


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#1 Bishop Steiner

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Posted 02 February 2016 - 09:05 AM

Posted Image

Early speculation. Actual geometry has not been that relevant to the hitbox layouts in a while.

Areas of particular uncertainty
- Cockpit. Could just as easily end up the upper half of said panel, but size shoudl be approximate.
- Claws. Purely decorative, so getting shot in them should cause no actual meaningful damage to the mech. Thus they shouldn't actually be part of any hitbox.
-Crotch. Some mechs get more of the thing treatment than others.
- CT. Could see the CT also filling out the whole of the frontal trapezoid. Though I would hope not.

With contrast enhanced, you can see the second SRM rack on the left side of the "barrel chest", indicating it too is ST.

Strum speculates the whole of the Shoulder Pauldron could be ST hitbox, which is possible, but changes made to Aesom and HBK-IIC show they are learning the value of not screwing us on arm day, at least not entirely. I would be surprised, but not chocked if PGI was oblivious enough to make the whole pauldrons STs. I also foresee a twitter crapstorm forming and that getting changed in first past after if they are that silly.

I speculate with it's potential mobility, that it's CT will be pretty well shielded, and that it's arms should, if the modelers are faithful, also work quite well as shields. With the amount of firepower being far greater than it can realistically use at any one time, sacrificing an arm as a shield to save the Mech, and preserve it's torso weapons and and such should not be much of a negative.

In fact would not be surprised to see sword and board versions with 3xLPL in one arm, the other arm empty. Gauss and ERLL or a 4th LPL in the Torsos and as many SRMs as hardpoints allow for.

Thoughts?

also....
Posted Image
just because it had to be done

Edited by Bishop Steiner, 02 February 2016 - 01:14 PM.


#2 FupDup

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Posted 02 February 2016 - 09:08 AM

I expect it to be a Clan Atlas for the most part, with the key differences being less agility and durability (cuz quirks) in exchange for more firepower, more speed (if you really want a gigantofudge engine), and that high-mounted shoulder poke cannon.

I expect many people to use them like a supersized Gargles or Gladbag, given the sheer number of energy hardpoints.

Edited by FupDup, 02 February 2016 - 09:08 AM.


#3 Bishop Steiner

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Posted 02 February 2016 - 09:09 AM

View PostFupDup, on 02 February 2016 - 09:08 AM, said:

I expect it to be a Clan Atlas for the most part, with the key differences being less agility and durability (cuz quirks) in exchange for more firepower, more speed (if you really want a gigantofudge engine), and that high-mounted shoulder poke cannon.

I expect many people to use them like a supersized Gargles or Gladbag, given the sheer number of energy hardpoints.

If it does get less agility it will NEED that speed to be viable.

#4 STEF_

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Posted 02 February 2016 - 09:11 AM

Good that the arms aren't sooooo looooow like the Exe.
The torso still seems very very large and an easy hit (it seems larger than an Atlas)

I'm very interest in reading the hardpoints in the 4 variants, above all on the torsi.

Edited by Stefka Kerensky, 02 February 2016 - 09:12 AM.


#5 Gas Guzzler

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Posted 02 February 2016 - 09:12 AM

Nice. Yeah I could see the shoulder hitbox distribution going either way. It may be a LITTLE more ST than you have indicated here, but we will just have to see.

The CT really resembles the Mauler, so I would actually expect it to be similar to that. All in all, I think the hitboxes should turn out okay.

As far as loadouts I could see asymmetrical builds for sure, like a 100 ton Clan WVR-6K... lol. The reason it might go that way is because of ghost heat not allowing you to effectively make use of 9 energy hardpoints. You could do 9 cSPL I suppose, along with a big ballistic and SRMs that would be a nasty brawler for sure...

#6 Bishop Steiner

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Posted 02 February 2016 - 09:14 AM

View PostGas Guzzler, on 02 February 2016 - 09:12 AM, said:

Nice. Yeah I could see the shoulder hitbox distribution going either way. It may be a LITTLE more ST than you have indicated here, but we will just have to see.

The CT really resembles the Mauler, so I would actually expect it to be similar to that. All in all, I think the hitboxes should turn out okay.

As far as loadouts I could see asymmetrical builds for sure, like a 100 ton Clan WVR-6K... lol. The reason it might go that way is because of ghost heat not allowing you to effectively make use of 9 energy hardpoints. You could do 9 cSPL I suppose, along with a big ballistic and SRMs that would be a nasty brawler for sure...

Yeah, I expect that most builds will stick to one of those scripts... SmallLaserVomit Brawler or Sword and Board with LPLs.

I might even toss 3LPL on the left arm, and 4 ERSL on the Right, and switch to right arm lasers for brawling ranges if tonnage permits.

Edited by Bishop Steiner, 02 February 2016 - 09:15 AM.


#7 Quicksilver Aberration

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Posted 02 February 2016 - 09:16 AM

I'm still hoping for a variant with 4 missile hardpoints and a ballistic mount. 400 XL, UAC20, 4 ASRM6, what more could I possibly need other than Hoverjets?

Otherwise 4 LPL and Gauss maybe or 2 LPL/6 ERML and a Gauss? Not really impressed with anything other than brawling on this thing unless they give us one with slightly inverted hardpoints (ballistics in the arm and energy in a torso).

Edited by Quicksilver Kalasa, 02 February 2016 - 09:19 AM.


#8 Gas Guzzler

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Posted 02 February 2016 - 09:18 AM

View PostQuicksilver Kalasa, on 02 February 2016 - 09:16 AM, said:

unless they give us one with slightly inverted hardpoints (ballistics in the arm and energy in a torso).


They would make me a very happy man.

#9 MechWarrior5152251

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Posted 02 February 2016 - 09:20 AM

Will the claws be meele weapons if meele is ever implemented?

#10 Gas Guzzler

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Posted 02 February 2016 - 09:21 AM

View PostMechWarrior5152251, on 02 February 2016 - 09:20 AM, said:

Will the claws be meele weapons if meele is ever implemented?


As per lore they should not be.

On a side note Bishop, this is how I envisioned the Kingfisher's arms looking, shorter and angled instead of straight down like the Gargles and Gladbag.

#11 FupDup

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Posted 02 February 2016 - 09:23 AM

View PostMechWarrior5152251, on 02 February 2016 - 09:20 AM, said:

Will the claws be meele weapons if meele is ever implemented?

Why the heck do people always freaking ask this? Even on Sarna it says that the claws were just for looks only. They were never meant for actual melee combat, they would probably break instantly if they were used for that purpose.

The most you could hope to do with them is skewer a human or something.

#12 MechPorn

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Posted 02 February 2016 - 09:24 AM

Are you sure two of the claws are going to be considered a part of the side torso?

#13 Gas Guzzler

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Posted 02 February 2016 - 09:25 AM

View PostMechPorn, on 02 February 2016 - 09:24 AM, said:

Are you sure two of the claws are going to be considered a part of the side torso?


He explained that the claws aren't actually going to be part of any hitbox because they aren't structural.

#14 FupDup

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Posted 02 February 2016 - 09:25 AM

View PostMechPorn, on 02 February 2016 - 09:24 AM, said:

Are you sure two of the claws are going to be considered a part of the side torso?

No, they'll probably be the head hitbox. Posted Image

It was probably just an oversight in his photoshopping process. He probably didn't feel like separating the claws from the rest of the body because it would take several more minutes just to carve out those tiny and thin little pieces.

I do however like the red blood effect on the right arm claws. :)

Edited by FupDup, 02 February 2016 - 09:25 AM.


#15 Bishop Steiner

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Posted 02 February 2016 - 09:29 AM

View PostMechWarrior5152251, on 02 February 2016 - 09:20 AM, said:

Will the claws be meele weapons if meele is ever implemented?

no reason they would.

The claws on the Kodiak are purely decorative as mentioned in my OP. They are NOT a Battletech TT Melee Weapon, like the Hachetman's hatchet, or the later versions of the Hatamoto's Katana (or even later, mech vibroblades, which I like to pretend never happened.. just like the stupidity of mech swords..... hatchets and cudgels make SOME degree of sense...the rest would pretty much be worthless against mech armor and easily broken)

View PostFupDup, on 02 February 2016 - 09:23 AM, said:

Why the heck do people always freaking ask this? Even on Sarna it says that the claws were just for looks only. They were never meant for actual melee combat, they would probably break instantly if they were used for that purpose.

The most you could hope to do with them is skewer a human or something.

A lot of people have never really read sarna. How many people are always "screw lore" after all? If they don't care about lore, why would they know? Also, new players to IP, and even the fact that there are 0ver 400 unique chassis in Btech...

View PostMechPorn, on 02 February 2016 - 09:24 AM, said:

Are you sure two of the claws are going to be considered a part of the side torso?

there was no way to highlight the claws without causing further confusion. Had rather hoped the lack of highlighting, along with the OP text would make the point... that for all intents the claws don't exist.

View PostFupDup, on 02 February 2016 - 09:25 AM, said:

No, they'll probably be the head hitbox. Posted Image

It was probably just an oversight in his photoshopping process. He probably didn't feel like separating the claws from the rest of the body because it would take several more minutes just to carve out those tiny and thin little pieces.

I do however like the red blood effect on the right arm claws. Posted Image

not exactly.. again, felt highlighting them would simply imply they HAD a hitbox. Which I doubt they will. But by the confusion, I may have assumed wrongly about people figuring that out.

#16 0bsidion

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Posted 02 February 2016 - 09:31 AM

View PostBishop Steiner, on 02 February 2016 - 09:05 AM, said:

Posted Image

Early speculation. Actual geometry has not been that relevant to the hitbox layouts in a while.

Areas of particular uncertainty
- Cockpit. Could just as easily end up the upper half of said panel, but size shoudl be approximate.
- Claws. Purely decorative, so getting shot in them should cause no actual meaningful damage to the mech. Thus they shouldn't actually be part of any hitbox.
-Crotch. Some mechs get more of the thing treatment than others.
- CT. Could see the CT also filling out the whole of the frontal trapezoid. Though I would hope not.

With contrast enhanced, you can see the second SRM rack on the left side of the "barrel chest", indicating it too is ST.

Strum speculates the whole of the Shoulder Pauldron could be ST hitbox, which is possible, but changes made to Aesom and HBK-IIC show they are learning the value of not screwing us on arm day, at least not entirely. I would be surprised, but not chocked if PGI was oblivious enough to make the whole pauldrons STs. I also foresee a twitter crapstorm forming and that getting changed in first past after if they are that silly.

I speculate with it's potential mobility, that it's CT will be pretty well shielded, and that it's arms should, if the modelers are faithful, also work quite well as shields. With the amount of firepower being far greater than it can realistically use at any one time, sacrificing an arm as a shield to save the Mech, and preserve it's torso weapons and and such should not be much of a negative.

In fact would not be surprised to see sword and board versions with 3xLPL in one arm, the other arm empty. Gauss and ERLL or a 4th LPL in the Torsos and as many SRMs as hardpoints allow for.

Thoughts?


I think these hitboxes would be the best case scenario for this particular mech, but as we've seen with PGI in the past, we don't always get the best case scenario.

But if it did turn out mostly like this, I think it would be tankier than the DWF, which isn't saying a whole lot I know. The DWF doesn't have the benefit of being humanoid with bulky arms to soak up damage like this thing is looking like it will.

With the option for bigger engines it will also have the potential for more speed, so I think when you combine all it's attributes, even though it wasn't my first or second or even third choice for the next Clan assault, at least it's unique enough to have a place.

#17 Gas Guzzler

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Posted 02 February 2016 - 09:32 AM

View Post0bsidion, on 02 February 2016 - 09:31 AM, said:


I think these hitboxes would be the best case scenario for this particular mech, but as we've seen with PGI in the past, we don't always get the best case scenario.


They have been better lately...

#18 0bsidion

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Posted 02 February 2016 - 09:36 AM

View PostGas Guzzler, on 02 February 2016 - 09:32 AM, said:

They have been better lately...

The entire Origin pack begs to differ..... Posted Image

#19 Ultimax

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Posted 02 February 2016 - 09:43 AM

If the hitboxes turn out like your mock up, I will be very pleased.

You should tweet that to Russ, that's definitely a good design.

#20 Bishop Steiner

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Posted 02 February 2016 - 09:49 AM

OP updated to HOPEFULLY minimize future confusion.

View Post0bsidion, on 02 February 2016 - 09:36 AM, said:

The entire Origin pack begs to differ..... Posted Image

Bad Geometry and lack of Toughness Quirks are not the same as bad hitboxes.





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