Jingseng, on 28 March 2017 - 01:14 AM, said:
Can quads actually move laterally? I don't remember that being the case.
[...] To move perfectly laterally (or really, even diagonally) on a quadruped base would require a lot of flexion - compression...
[...] Just try moving perfectly lateral yourself. There are only a couple different ways to do it, most of which are ridiculously slow, and only one of which is at all reasonable... but which requires a range of flexibility and elasticity pretty much not found at all in the rigid systems we envision for mechs (because the legs move along exactly one plane... they are not gimballed, as it were).
About half the quads have oblique angled legs, kinda like a spider or many insects have. It's not at all analogous to human motion. I imagine this quads as able to side strafe at their full running speed for the purposes of MWO, since they are essentially symmetrical across four axes. Examples include Tarantula, Scorpion, Fire Scorpion, Bishamon...
Though there are quads also with parallel legs. I can't imagine many of these being able to side strafe at all, but many of them (such as Goliath) might be able to move in reverse at the same speed as forward.
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[...] cause a cbillstorm of controversy to make the skill tree and energy draw debacles seem like polite discourse. You know how much heated crap goes around about clan vs. is XL and tech? Now you are suggesting adding a type of motion to one specific style of mech that completely outclasses the maneuverability of all other mechs? Because yes... being able to move laterally without having to first ponderously turn IS a huge advantage. Additionally, you are moving the game from tank-like combat towards fps like combat. Not sure that is the direction they want.
The simplest thing they could do with quads, and what I see as most likely, if at all, is to add them using the existing system. Quads are just battlemechs that are shorter and with 4 legs. full stop.
Optionally, they could add systems that let you alter your height, rotate weapons (use an alt cockpit screen to see from the weapon perspective), give torso weapons full arm actuator mobility, steadier jump aiming (premised on more evenly distributed jets), better hill climb and legged speeds, better hitboxes (those legs could do a job shielding torso), better heat dissipation/efficiency (heat being released straight up away from you, from a broader base, rather than from vertically stacked, narrow base, along the body and other heat vents).
But whole different motion? I honestly don't see it. Not the least of which for how long you all have been waiting on IK, how JJ have been changed in the past... etc. Sorry.
Even the quads capable of full lateral movement aren't inherently advantaged over bipedal mechs. They have two massive downsides - no shield arms to protect torsos, and more limited crit space (inferior builds). There's also the problem of quads most likely conforming to the angle of terrain to a noticeable degree, which will undoubtedly throw off aim (although, it seems that bipedal mechs already have this feature, and it is not represented in the cockpit. For instance, if you watch a DWF hit an incline, the entire body of the mech will tilt to angle with the terrain, but the cockpit view still shows you as dead ahead, as if your mech is always perfectly aligned with the horizon)
The advantages I see for quads:
- smaller torsos than bipedal mechs, since a second pair of legs is larger than a pair of arms
- ability to climb steeper slopes
- 360 torso twist for many, if not all quads (not many of them have separate legs/torso in original art, this can be re-imagined, as was done with mechs like the Nova, Viper, Cicada, Locust, etc.)
- harder to leg (destroying one leg hardly has an effect on a quad, and losing two legs still isn't as bad as a bipedal mech losing one of its legs. Or at least, that's how I imagine it.)
- less cockpit shake
- higher acceleration/decel values than bipedal mechs (lower center of gravity)
- for quads of 50 tons and up, safely stripping armour from the legs for an additional 1 or 2 tons of podspace compared to most bipedal builds.
- many quads can be modeled to have the legs arch high enough to protect/shield the torso a bit and naturally spread damage (specifically the oblique-legged ones)
- all quads pretty much have all high mounts all the time
These advantages aren't game-breaking; far from it. I think they might barely make up for the disadvantages I mentioned earlier. If that's the case, then quads would be unique, and fun to play, without being necessarily better or worse than bipeds.
Also, quads don't necessarily require IK. A quad has four points of contact with the ground... and so does any four-wheeled vehicle. It's not like there are no humvees in cryengine. Sure, because quads have legs instead of tires, IK would make it look so much better, but it's not 100% a necessity.