

Why Does The Firestarter Have Bad Torso Pitch
#1
Posted 05 July 2017 - 09:24 PM
#2
Posted 05 July 2017 - 09:35 PM
El Bandito, on 05 July 2017 - 09:24 PM, said:
He could, but a buff to this wouldn't be a bad idea. Its pitch is really bad, like it broke its back bad.
#3
Posted 05 July 2017 - 09:40 PM
#4
Posted 06 July 2017 - 02:14 AM
I don't envy the great light pilots out there. Lights are hard mode.
#5
Posted 06 July 2017 - 02:34 AM
Please take a moment to also look at the inherant contradiction in design that is the MIGHTY Spider - 5V! More jump jets than you can shake a stick at, its built to fly high and find secret places of attack.. However it has two bloody CT mounts for weapons and thats it.... cant even angle far enough up or down to fully utilise its flying capability!
#6
Posted 06 July 2017 - 02:49 AM
KDK torso range is pretty tight, so that does seem a little weird if it was torso guns.
#7
Posted 06 July 2017 - 02:52 AM
going back and selecting pitch nodes helps a little
my Cyclops acts like a clan Mech when I loose a side torso
other problems also
Edited by Davegt27, 06 July 2017 - 02:53 AM.
#8
Posted 06 July 2017 - 03:26 AM
Sure it sucks that you died, but if they bumped the torso pitch up to 20 or 25 the Firestarter would start to become just a Wolfhound with jump jets. Right now Wolfhound lacks jump jets, but is really a much better gun platform than the Firestarter. These weaknesses are part of what adds flavor and differentiates one chassis from another- which is especially important to lights which have less variation in hardpoints than larger classes.
Also, don't look too closely at the differences between the KDK-3 and KDK-3(C) unless you want to get a little extra salty.
Edited by Aggravated Assault Mech, 06 July 2017 - 03:26 AM.
#9
Posted 06 July 2017 - 05:16 AM
Just like how Night Gyr , Timberwolf , ACH , and several others have less than satisfactory mobility for their weight.
#10
Posted 06 July 2017 - 07:38 AM
#12
Posted 06 July 2017 - 08:14 AM
Coolant, on 06 July 2017 - 07:38 AM, said:
#13
Posted 06 July 2017 - 08:39 AM
El Bandito, on 05 July 2017 - 09:24 PM, said:
It's still bad with the buffs from speccing into those nodes. The wolfhound is also tall but doesn't have this issue.
Edited by Spr1ggan, 06 July 2017 - 08:40 AM.
#14
Posted 06 July 2017 - 08:47 AM
El Bandito, on 05 July 2017 - 09:24 PM, said:
This suggestion is asinine. Maximum investment in pitch will only net at best 1 degree.
The Firestarter has always had well below average torso pitch range. It has been this way ever since it came out. It was less noticeable long ago before the resize as it was far shorter.
#15
Posted 06 July 2017 - 09:06 AM
El Bandito, on 05 July 2017 - 09:24 PM, said:
The torso pitch nodes are barely noticeable even when maxed out.
Anyways, the Firestarter had this since its release and it may have been because of the devs' fear over its hardpoint count and trying to balance it against the Jenner at the time. I really don't think it's necessary anymore, especially given that the TP skill can't even let the player fix it themselves.
#16
Posted 06 July 2017 - 10:26 AM
FupDup, on 06 July 2017 - 09:06 AM, said:
Anyways, the Firestarter had this since its release and it may have been because of the devs' fear over its hardpoint count and trying to balance it against the Jenner at the time. I really don't think it's necessary anymore, especially given that the TP skill can't even let the player fix it themselves.
And it's new 'role' as the Atlas of Lights, according to PGI's statement concerning its recent quirk changes... It's so buff it can't touch its toes!
Really trying to avoid the discussion of the ****show that decision would lead to...
#17
Posted 06 July 2017 - 11:42 AM
Requiemking, on 06 July 2017 - 08:14 AM, said:
MW4 is not the original game on DOS back in the early 90's...MW4 was not the 1st Mechwarrior game on Windows. In fact, it wasn't the 2nd or 3rd - it was the very previous installment in the franchise. Since MWO is also a Mechwarrior game it only makes sense to compare it to MW4, and there are many who played MW4 that play MW4 and it's arguable that MWO would not be as successful as it is if not for the success of MW4.
Quote
I am talking only about the multiplayer. The sim factor of the campaign has nothing to do with the conversation. Multiplayer MW4 is the same type of game that MWO is - a 1st/3rd Person shooter. In fact, I can quote you verbatim:
Requiemking said:
and it would absolutely apply to MW4:Mercs. I'm thinking you didn't actually play MW4.
Edited by Coolant, 06 July 2017 - 11:50 AM.
#18
Posted 06 July 2017 - 11:59 AM
#19
Posted 06 July 2017 - 12:36 PM
Coolant, on 06 July 2017 - 11:42 AM, said:
What he means is that MW4 was balanced based on single player experiences. The game was set up such that you started out with light mechs and had to progress into larger mechs by completing missions and earning C-Bills and/or collecting salvage. It was kind of like an RPG where you start at level 1, but you level up to eventually be level 100 or something.
The linear progression of getting stronger and stronger mechs doesn't make sense in a purely MP game like MWO, particularly because your enemies don't scale based on your own mech. In MW4 you weren't going to be fighting heavies or assaults with your light lance in the first mission of the game.
Imagine fighting level 50 enemies in an RPG in the first starting zone of the game while you're at level 1. You're asking for MWO to be like that.
There are certainly a few things I think MWO should borrow from MW4, such as SSRM and LBX mechanics, but the weight class arm's race is one of the things that needs to be ignored.
Edited by FupDup, 06 July 2017 - 12:43 PM.
#20
Posted 06 July 2017 - 01:01 PM
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