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Jump Jet Locations On The Huntsman


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#1 Agent1190

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Posted 15 June 2016 - 08:26 AM

No, I am not trying to rally behind removable Jump Jets...

But I am questioning the placement of these items. Why are the 5 JJ's spread out to 5 separate pods? Why is there 1 empty slot in each leg? I suggest moving the side torso jump jets to the legs. I figure if enough people get behind this idea, we may be able to talk PGI into this simple change to the equipment loadout.

#2 Felicitatem Parco

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Posted 15 June 2016 - 08:46 AM

You're asking PGI to optimize a TRO loadout... that will not happen.

Battletech Mech loadouts are notoriously unoptimized and it's rather a Hallmark of battlemech design. Think about it:. If BattleMechs were intended to be Optimized, then only a small handful of Mechs would dominate the field because they would work very well. Battletech has soooooo many Mechs because they are slapped together umpteen million different ways - most of them not optimized to make sure that there's a place on the field for all those other mechs.

Edited by Prosperity Park, 15 June 2016 - 08:47 AM.


#3 Mark Nicholson

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Posted 15 June 2016 - 08:58 AM

I've always thought of it this way: TRO mechs are intentionally designed to not be the best, or have some flaw. This means that when you make a custom mech, or get the opportunity to alter an existing mech, it's always an improvement.

#4 Agent1190

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Posted 15 June 2016 - 08:59 AM

View PostProsperity Park, on 15 June 2016 - 08:46 AM, said:

You're asking PGI to optimize a TRO loadout... that will not happen.

Battletech Mech loadouts are notoriously unoptimized and it's rather a Hallmark of battlemech design. Think about it:. If BattleMechs were intended to be Optimized, then only a small handful of Mechs would dominate the field because they would work very well. Battletech has soooooo many Mechs because they are slapped together umpteen million different ways - most of them not optimized to make sure that there's a place on the field for all those other mechs.


I understand what you are saying, but...

1. This isn't tabletop
2. This game is not Lore based
3. Not to ask is not to receive.

There's no harm in floating the idea.

Edit: in after Mark's response....

Edited by Agent1190, 15 June 2016 - 09:00 AM.


#5 Mark Nicholson

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Posted 15 June 2016 - 09:03 AM

there's also the minor matter that I've already modeled them, and don't want to redo the work >_<

#6 DarthHias

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Posted 15 June 2016 - 09:05 AM

I don´t think it´s an issue really. You can place one ton of ammo in each of the legs i.e. Natural critbuffering Posted Image

#7 Narcissistic Martyr

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Posted 15 June 2016 - 09:06 AM

View PostAgent1190, on 15 June 2016 - 08:26 AM, said:

No, I am not trying to rally behind removable Jump Jets...

But I am questioning the placement of these items. Why are the 5 JJ's spread out to 5 separate pods? Why is there 1 empty slot in each leg? I suggest moving the side torso jump jets to the legs. I figure if enough people get behind this idea, we may be able to talk PGI into this simple change to the equipment loadout.


Because in TT critical hits destroyed equipment an by spreading out your JJ you were able to retain more mobility even if you lose the armor from a section.

#8 Agent1190

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Posted 15 June 2016 - 09:13 AM

View PostMark Nicholson, on 15 June 2016 - 09:03 AM, said:

there's also the minor matter that I've already modeled them, and don't want to redo the work >_<


LOL - I can actually get behind this...

#9 Coralld

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Posted 15 June 2016 - 10:17 AM

Mark Nicholson, do you know what the Huntsman s hit box layout going to be? My self and others are very curious.

Edited by Coralld, 15 June 2016 - 10:17 AM.


#10 Mark Nicholson

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Posted 15 June 2016 - 12:30 PM

View PostCoralld, on 15 June 2016 - 10:17 AM, said:

Mark Nicholson, do you know what the Huntsman s hit box layout going to be? My self and others are very curious.


I don't. Technical Artists and Designers do that work.

#11 Bishop Steiner

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Posted 15 June 2016 - 12:34 PM

View PostMark Nicholson, on 15 June 2016 - 09:03 AM, said:

there's also the minor matter that I've already modeled them, and don't want to redo the work >_<


that...is a pretty valid point.

Plus, picking and choosing what to alter from canon....opens quite the potential pandora's box.

#12 Coralld

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Posted 15 June 2016 - 12:39 PM

View PostMark Nicholson, on 15 June 2016 - 12:30 PM, said:


I don't. Technical Artists and Designers do that work.

Didn't think you would but thought you might have known soming. Any way, thanks for the response. :)

#13 Sader325

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Posted 15 June 2016 - 12:43 PM

View PostMark Nicholson, on 15 June 2016 - 09:03 AM, said:

there's also the minor matter that I've already modeled them, and don't want to redo the work >_<


Considering placement of jump jets on the mech doesnt actually effect ingame jump jet animations. i don't see why this matters.

We can put jump jets in the legs/ct/torsos. In game the placement of the animation does not change.

*EDIT*

Case and point? Marauders. They don't even have torso jump jets, all jets go to the legs. You can put them pretty much anywhere though.

View PostBishop Steiner, on 15 June 2016 - 12:34 PM, said:


that...is a pretty valid point.

Plus, picking and choosing what to alter from canon....opens quite the potential pandora's box.


Bishop Steiner and the lore brigade will hunt you down and string you up if you tried basically.

Edited by Sader325, 15 June 2016 - 12:47 PM.


#14 kapusta11

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Posted 15 June 2016 - 12:47 PM

Hey Mark, wasn't it too much trouble to shrink Warhammer's head down? It's all Bishop's fault. Posted Image

Also what do you think about Alex's, or whoever draw them, orthos images? Maybe it's just me but it feels like proportions don't match concept art sometimes. I really wish Enforcer's head looked a bit better for example.

Edited by kapusta11, 15 June 2016 - 12:48 PM.


#15 Lily from animove

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Posted 15 June 2016 - 12:52 PM

View PostAgent1190, on 15 June 2016 - 08:26 AM, said:

No, I am not trying to rally behind removable Jump Jets...

But I am questioning the placement of these items. Why are the 5 JJ's spread out to 5 separate pods? Why is there 1 empty slot in each leg? I suggest moving the side torso jump jets to the legs. I figure if enough people get behind this idea, we may be able to talk PGI into this simple change to the equipment loadout.


because lore said so, and this is a major problem for MWO and balance because soem mechs are totally borked while others are nearly perfect.

but at least you can slap some ammo into the legs, and the huntsman will have a lot builds with ammo going on.

#16 Mark Nicholson

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Posted 15 June 2016 - 12:57 PM

View PostSader325, on 15 June 2016 - 12:43 PM, said:

We can put jump jets in the legs/ct/torsos. In game the placement of the animation does not change.


You can do that on Battlemechs, but not on Omnimechs. Bishop gets very close to the point, in that we've never done it before for all the other omnimechs, so why this one?

Kapusta11, I wasn't involved in building the warhammer, so I really don't know.

and regarding alex's art, orthos, and mechs that look funny, I would love to write an essay about this topic, but don't have time. In the meantime, go find the Viper model image teased on reddit and overlay the concept art. ;)

#17 Felicitatem Parco

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Posted 15 June 2016 - 01:02 PM

YOU TEASE!

#18 Juodas Varnas

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Posted 15 June 2016 - 01:03 PM

View PostProsperity Park, on 15 June 2016 - 01:02 PM, said:

YOU TEASE!

And i please.
Posted Image

#19 Sader325

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Posted 15 June 2016 - 01:06 PM

View PostMark Nicholson, on 15 June 2016 - 12:57 PM, said:


You can do that on Battlemechs, but not on Omnimechs. Bishop gets very close to the point, in that we've never done it before for all the other omnimechs, so why this one?

Kapusta11, I wasn't involved in building the warhammer, so I really don't know.

and regarding alex's art, orthos, and mechs that look funny, I would love to write an essay about this topic, but don't have time. In the meantime, go find the Viper model image teased on reddit and overlay the concept art. Posted Image


I'm not saying we should or shouldn't do it.

I'm just saying the game mechanics exist (and have existed before) because correct me if I'm wrong but previously you COULD remove jump jets from Omnimechs, but then the TBR-S pods scared your company/employers into locking jump jets in place on omni mechs.

If someone could confirm this that would be nice.

This tangents into another discussion that I would love to have honestly:

The unnerfing of jump jets on Clan mechs. Can we please just unlock fixed equipment (Heat Sinks / Jump Jets) on clan mechs before we quirk the living **** out of them to try to make them "viable"?

In short, My original point was that it wouldn't require a remodel from you, or anyone else. So, your fear of extra work isn't really a thing you need to worry about.

Edited by Sader325, 15 June 2016 - 01:07 PM.






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