The Adder....got Bigger? Wtf?!@
#61
Posted 18 June 2016 - 12:26 AM
cry more and create an island.
this is the first thing for about 2 years that pgi is doing right.
i aplaude to he fact that they use exactly the same formula for each mech. it just looks and feels right and should have been done 20 years ago. now, finally we have a homogenic height dispersion. with this change this game gets closer to tt than it ever was before.
Russ:
thank you so much for the lolcust. it´ll be soooo much fun.
*if you detect sarcasm: kepp it. silently.*
#62
Posted 18 June 2016 - 12:30 AM
ARP Haruna, on 18 June 2016 - 12:26 AM, said:
cry more and create an island.
this is the first thing for about 2 years that pgi is doing right.
i aplaude to he fact that they use exactly the same formula for each mech. it just looks and feels right and should have been done 20 years ago. now, finally we have a homogenic height dispersion. with this change this game gets closer to tt than it ever was before.
Russ:
thank you so much for the lolcust. it´ll be soooo much fun.
*if you detect sarcasm: kepp it. silently.*
I wouldn't use sarcasm when PGI is involved. Just a well-meant advice
#64
Posted 18 June 2016 - 12:40 AM
Deathlike, on 18 June 2016 - 12:02 AM, said:
I almost need to explain an AC projectile is bigger than the gash derned arm of a Mist Lynx. If it wasn't going to hit it it wouldn't hit it. See, in games that have complex netcode such as multiplayer shooters. "Hit-Boxes" as they call them aren't round, they are BOXES. They are big red firetruck boxes! The rescale means such little crap to you in-game it's actually funny you think it does. It's not Per Pixel Hitbased Detection (Such as Doom 3) and it's not a Mechanical Model (Such as in IL-2, or Combat Mission). The corner of a hitbox box on "Your favorite Mech" may have actually shrunk, partly due to a ratio of pixel to hit box, and what is also likely, re-optimized hit boxes.
Edited by ShoeKush, 18 June 2016 - 12:43 AM.
#65
Posted 18 June 2016 - 12:45 AM
An average human body has around 75 L volume. Compare the size of a human to a 75 L jerrycan or bag. Human seem to be larger. But it isn't.
Edited by xe N on, 18 June 2016 - 12:45 AM.
#66
Posted 18 June 2016 - 04:29 AM
ShoeKush, on 18 June 2016 - 12:40 AM, said:
The Mist Lynx wasn't involved in the rescale, but it still stands to fail no differently. There is zero mention of redone hitboxes on mechs not affected by the rescale.
I'm not really sure what you're trying to argue about either way.
Increasing the scale tends to increase the hitboxes of a mech. Generally most of the scaling just appears to be stretching the mech, increasing the surface area of the target to be shot at. A smaller target like a Light has less surface area to deal with compared an Assault.
The arms of a mech are different across chassis. Shooting a Blackjack's tiny arms is very different from a Vindicator's large arms. The size of the arms do matter when it comes being hit obviously, and consequently requires different levels of quirking as a consequence.
Enlarging the mech, particular many Lights, only serve to increase the need for actual quirks as they become easier to hit. Like the Raven's "enlarged" leg hitboxes from a 2+ year change, the ability to shoot off a component increases.
While Lights in general were probably underscaled, it hasn't helped their viability as the queues continuously display sub-10% levels.. despite all the crying that the Oxide gets (it just needs some of its quirks toned down). This change doesn't help Lights at all... in fact I'd rather have seen the Cicada and Ice Ferret (aka "oversized Lights") shrink a bit instead of totally relying on their structure quirks to stay upright.
As long as mechs are poorly scaled, quirks will be needed. In some cases quirks will always be required (something like the Mist Lynx needs it more than a Commando, despite limitations), but for mechs that get horribly screwed over (generally those that are upsized), it's going to get worse before it's going to get better.
#67
Posted 18 June 2016 - 04:31 AM
#68
Posted 18 June 2016 - 04:34 AM
Of course, it's still slow as feth, so getting even a little bigger probably hits it harder than all those other lights that can at least break 110 kph XD
#69
Posted 18 June 2016 - 06:34 AM
Mcgral18, on 17 June 2016 - 11:36 PM, said:
If the others were largely accepted, and these were seen as the outliers...maybe the size reference points were wrong?
Of course it was largely accepted, a robot being too small didn't make their favorite robots be worse off. Think about that.
#71
Posted 18 June 2016 - 06:44 AM
#72
Posted 18 June 2016 - 06:47 AM
#73
Posted 18 June 2016 - 06:51 AM
The Adder is a bad hill humper for 1 reason and 1 reason alone; it can't see anything until it's entire torso is exposed. The Adder's cockpit is low in the chest, and by the time you've cleared a hill enough to see, you've already taken half an alpha (and if you want to alpha back you have to go even higher to expose your arms).
The Adder is a corner peaker. Not a hill humper. Very few Clan mechs can hill hump.
#74
Posted 18 June 2016 - 06:52 AM
#77
Posted 18 June 2016 - 07:08 AM
#78
Posted 18 June 2016 - 07:17 AM
Wintersdark, on 18 June 2016 - 07:00 AM, said:
Same reason you'd roll in a Cicada, instead of a Jenner? More guns, more armor, roughly the same speed?
Sjorpha, on 18 June 2016 - 07:01 AM, said:
Same as before, at least for the good ones, combining speed with significant firepower.
I wish i shared your optimism. A 3 LL 35 tonner meta makes me want to puke.
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