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Dynamic Weapon Geometry. Worst Of The Worst.


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#61 Juodas Varnas

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Posted 14 October 2016 - 02:35 AM

So, i've been thinking about the Dragon's arm for a while.
Been thinking on how one would fix it, without changing its actuators, without removing the lower actuator, since in the original Technical readouts, it DOES have the both the actuators in its Right Arm.

So i was looking through the mech roster and noticed the Shadow Cat and its arms, which despite having full actuators are as high-mounted as the Dragon's arm SHOULD be.
Why the hell not? Why not make the Dragon's Right Arm similar to the Shadow Cat's?
I'd be down to having such a high-mounted arm with full mobility on the Dragon.
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#MakeTheDragonGreatAgain

#62 Shiroi Tsuki

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Posted 14 October 2016 - 07:54 AM

That Gauss is really, REALLY, tiny. Like, the size of an AC-2.
Also, did this Thundy (TDR-9S) always have 2 Missile Hardpoints? I remember it only having one tbh

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C R A W L I N G I N M Y S K I N

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Apart from the horribad weapon geometry on everywhere, the left arm just looks aesthetically displeasing. While they make decent shields, they don't make any sense since the TBT-7K don't have any hardpoints on that arm, and yet, the model is implying that it does.

#63 Deathlike

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Posted 14 October 2016 - 08:01 AM

View PostShiroi Tsuki, on 14 October 2016 - 07:54 AM, said:


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Apart from the horribad weapon geometry on everywhere, the left arm just looks aesthetically displeasing. While they make decent shields, they don't make any sense since the TBT-7K don't have any hardpoints on that arm, and yet, the model is implying that it does.


It's more lazy or uncreative... since the hero variant is the one the missile hardpoint is designed for.

The Cataphract-4X's asymmetrical arms are more of a travesty.

#64 Juodas Varnas

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Posted 14 October 2016 - 08:04 AM

View PostDeathlike, on 14 October 2016 - 08:01 AM, said:


It's more lazy or uncreative... since the hero variant is the one the missile hardpoint is designed for.

The Cataphract-4X's asymmetrical arms are more of a travesty.

Trebuchet's dynamic geometry is just a giant pile of OMG WHAT WERE THEY THINKING. Most of it is not only absolutely hideous, but also detrimental to the mech's viability, because of how much they increase the size of the arms.

About the CTF-4X... Yeah... Was it THAT hard to just mirror the right-arm? Like seriously...

#65 Deathlike

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Posted 14 October 2016 - 08:09 AM

View PostJuodas Varnas, on 14 October 2016 - 08:04 AM, said:

Trebuchet's dynamic geometry is just a giant pile of OMG WHAT WERE THEY THINKING. Most of it is not only absolutely hideous, but also detrimental to the mech's viability, because of how much they increase the size of the arms.

About the CTF-4X... Yeah... Was it THAT hard to just mirror the right-arm? Like seriously...


Again, I read that as lazy or uncreative. I assume they designed it for the primary use case (Cataphracts with energy arms) and forgot there was the awful variant that needs an egregiously bad arm replacement surgery that was never needed.

#66 Raven40

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Posted 06 April 2017 - 08:25 PM

I personally think gun barrels just change per weapon(s), the only extreme changes resulting from mounting missiles or rockets somewhere. The gun barrels helped the mech achieve the character they're known for and picked as a favorite depending on the pilot(s) tastes. I noticed living legends did similar to this and it looks appalling in my opinion. Aside from keeping the mech's profile lower, I don't understand why the gun barrels have been taken away. Hands too, just because the hand actuator isn't there, shouldn't mean the hand should be taken away, just the functionality that comes with it. Kind of a character thing as well. I believe the executioner suffers alot aesthetically in these areas come to think of it. That picture of the streak mounts on the Timberwolf are extremely fugly too.

#67 Karl Streiger

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Posted 07 April 2017 - 03:25 AM

The original feature to "fix" the number of barrels per hp wasn't that bad. It was a good idea because it added "flair" and visible fidelity.

I think one of the "issues" of the Weapon Visuals is the Mechlab. With the option to mount even 3 PPCs in the commandos arm (not that it is even possible but the modells are there) for each weapon hardpoint there is the need of a seperate weapon representation.

However - a better (maybe) alternative is based on the wish of customers to have "hardpoint" sizes.
Spending some time for this option it could have indeed some very very interesting options.

We could differ between energy, missile or ballistic hardpoints or - we limit it simple on weight and size.

Each models location will get a number of sockets with a specific size. After you did fit the sockets to the model. All you need is to model weapon combinations for each socket type.

With the exception of missiles. Missile sizes are direct dependend on the socket - 2 SRM per 1 crit or 5 LRM or 3 ATM per 2 crits....

in a result ballistic missile and energy weapons are interchangeable for each socket:
an example:
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Banshee RA Crit 2 Mass 5ton socket
Next a Commando with the same socket size
Next a Enforcer with the same socket (the LAC5 is a "current" MWO AC5) the other weapons are rough sketches of 30min,

#68 LordNothing

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Posted 07 April 2017 - 03:46 AM

calling this crap dynamic is just bs. whats really going on is that based on your loadout, a bunch of static submodels are switched on and off. pgi does this a lot. like the way on escort the atlas goes in a "random" route, but what its really doing is just picking a preset. or the way beacons are randomly placed on maps in scouting, where you can just memorize where the bulk of the spawnpoints are. id even wager that their rng is just running a pre-selected list of random numbers, which is why when you fire two uacs they will tend to jam in pairs. nothing in this game is "dynamic".

#69 Y E O N N E

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Posted 07 April 2017 - 09:14 AM

Or when one UAC in a torso is crit, both get crit. Every. Damn. Time. I don't think I've ever lost just one, it's always both or neither.

#70 HollowBassman

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Posted 08 April 2017 - 06:44 AM

I mentioned in another thread that I would have bought the Kintaro Hero a long time ago if the lasers were not randomly stuck to the arms. If you only equip one missile weapon in the left arm it skips the big empty missile box and adds a small ugly box underneath instead.


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#71 kesmai

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Posted 08 April 2017 - 07:12 AM

We need more crotch weaponry. ayh!

#72 Juodas Varnas

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Posted 08 April 2017 - 07:15 AM

View Postkesmai, on 08 April 2017 - 07:12 AM, said:

We need more crotch weaponry. ayh!

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Yes. Yes we do.

#73 Magnus Santini

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Posted 08 April 2017 - 09:55 AM

So we're not going to talk about the vindicator? I think it looks good except the three MG arm. It has 2 MGs strapped to its wrist like a Commando, and the third... the third.... its strapped to the other two!!! Good lord, It should look like this. http://doom.wikia.co...V3war-map04.png
Right now it sort of looks like this:

Edited by Magnus Santini, 10 April 2017 - 02:14 PM.


#74 Nightbird

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Posted 08 April 2017 - 10:11 AM

Problem is still with scaling, mech sizes are not based on volume but on surface area. This means comparing a 20 ton locust to an Atlas by volume makes the Atlas weigh 300tons. If they did it by volume, mech size differences will not be so drastic and you'll be able to share weapon geometry and weapon pods between them.

#75 Y E O N N E

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Posted 08 April 2017 - 10:14 AM

View PostNlGHTBlRD, on 08 April 2017 - 10:11 AM, said:

Problem is still with scaling, mech sizes are not based on volume but on surface area. This means comparing a 20 ton locust to an Atlas by volume makes the Atlas weigh 300tons. If they did it by volume, mech size differences will not be so drastic and you'll be able to share weapon geometry and weapon pods between them.


They did do it by volume. It would actually be more what you are looking for had they done it by surface area.





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