Countdown To Night Gyr
#141
Posted 16 September 2016 - 01:09 AM
Question: ..If you would have to make the Novacat now, would you make his laser barrels stubby too?
#142
Posted 16 September 2016 - 01:27 AM
#145
Posted 16 September 2016 - 04:28 AM
#146
Posted 16 September 2016 - 06:22 AM
Aramuside, on 15 September 2016 - 11:57 PM, said:
you're comparing a quirk to two non quirk flavour pieces? I get your point about flavour but at least try to use comparable things.
Sure, they're totally different things, but they're both flavour pieces more than anything else.
Apples and Oranges. Sure, they're different things, but if you're talking about stuff you put in a fruit bowl, then it's a fine thing to discuss.
While this is technically a quirk, that's just it's implementation. After all, what if there was a quirk listed on the KDK and KGC quirk lists "Can open and close claws"? *shrugs* Doesn't matter. It's a neat thing, but in no way a major thing. This has more of an actual game mechanic impact, but it's very, very minor, and it's a mix between being a teensy buff on some maps and a teensy nerf on others.
Eh.
Perhaps the Cyclops is a better example (also has actual in game impact, and very minor), but you're really picking nits here.
While I'll NEVER say no to awesome long barrels, I actually like the arms on the Night Gyr. The PPC barrels are longer, of course, and that's cool, but these look great. I love how the backs of the lasers protrude behind the elbow, and the overall shape of the lower arms - very much pure "weapon pod" looking.
From a gameplay perspective, they look like they'll do a great job of catching shots too.
#147
Posted 16 September 2016 - 07:33 AM
Mechs without kneepads slightly weird me out though, Archer has this issue too Other than that, the Night Gyr turned out really nice.
When it comes to super long weapon barrels, I wonder if they affect hitreg during face hugging scenarios. Maybe there's a reason like that for keeping things stubby. Does it matter if the weapon arms visually are clipping through enemy mechs, or is it just based on the crosshair?
#148
Posted 16 September 2016 - 08:00 AM
#149
Posted 16 September 2016 - 08:50 AM
#150
Posted 16 September 2016 - 08:53 AM
Luscious Dan, on 16 September 2016 - 07:33 AM, said:
Mechs without kneepads slightly weird me out though, Archer has this issue too Other than that, the Night Gyr turned out really nice.
I don't think it's a bad thing, mind you, I just thought something looked strange about the legs, and that's exactly what it was.
Quote
It's not a reason why they're like that, but it does matter in an interesting way.
You can see this in play with wide armed mechs the best. Weapons fire from the end of the barrel to the convergence point (crosshairs). This means if you have wide and long arms, it's possible to shoot someone in the back when you're standing in front of them, because the beam is angled from the end of the barrel to the crosshair location (which is the front of their mech). Because the base of the beam is further back and to the side, this means you tend to shoot the mech in it's "kidneys" if you will.
I was a big Dragon pilot back in the day, with 4 LL's on my Flame, and you'd see all sorts of weird beam angling when brawling really close.
#151
Posted 16 September 2016 - 08:57 AM
#152
Posted 16 September 2016 - 09:02 AM
#153
Posted 16 September 2016 - 09:19 AM
#155
Posted 16 September 2016 - 10:29 AM
#156
Posted 16 September 2016 - 10:34 AM
#HOT
#157
Posted 16 September 2016 - 12:04 PM
#158
Posted 16 September 2016 - 12:11 PM
Now. Besides the laser heat sinks quirkines I do hope the NG will glow, no the Jade Falcon shiny green metal dosent count
Make it glow when it reaches criteria.
#159
Posted 16 September 2016 - 12:17 PM
Jaspbo1, on 16 September 2016 - 10:34 AM, said:
#HOT
Looks like you can do a pretty slick 3 ERLL combo between the head and torso mounts there...
Think about it, if ED comes, that would actually be viable and *NOT* hot as ****
#160
Posted 16 September 2016 - 12:37 PM
Two bawdy comments:
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