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Quad Heavy


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#41 Anjian

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Posted 23 August 2017 - 01:50 AM

If there is any argument of not using quad or six legged mechs in Mechwarrior, is that creatively it doesn't really fit in with the rest of the mechs. Good mechanical design in science fiction requires consistency in technology. If you do steam punk for example, then everything in that universe is steampunk and runs on the same common principles. MWO basically created a bipedal universe for mechs and has done so for years and thereby created its rule set for it. Note I am not talking of the BT universe here but this subset universe that MWO created.

Battle of Titans (BoT) included quad mechs from the start, which sends a message and a rule that their universe isn't bound to bipedals and will incorporate multilegged mechs as part of their original rule set. If you want to define what your universe can and cannot do, you have to do it early in your fiction.

#42 Juodas Varnas

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Posted 23 August 2017 - 01:59 AM

View PostAnjian, on 23 August 2017 - 01:50 AM, said:

Note I am not talking of the BT universe here but this subset universe that MWO created.

That's the most ******** thing i've read.
Look at the god damn logo top left of the website. Mechwarrior Online, A BATTLETECH GAME.

Quadruped mechs were in BATTLETECH since the very beginning, from the very first Technical Readout.
Clans were not. I say then maybe we should remove clans instead, i mean, you said it yourself - "If you want to define what your universe can and cannot do, you have to do it early in your fiction. "

Edited by Juodas Varnas, 23 August 2017 - 02:00 AM.


#43 Anjian

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Posted 23 August 2017 - 03:20 AM

View PostJuodas Varnas, on 23 August 2017 - 01:59 AM, said:

That's the most ******** thing i've read.
Look at the god damn logo top left of the website. Mechwarrior Online, A BATTLETECH GAME.

Quadruped mechs were in BATTLETECH since the very beginning, from the very first Technical Readout.
Clans were not. I say then maybe we should remove clans instead, i mean, you said it yourself - "If you want to define what your universe can and cannot do, you have to do it early in your fiction. "


The game does not have the infantry, the tanks and the aircraft that fully makes a Battletech game either. What the game puts up is for show.

I don't really care if they put quad mechs or not. But I will repeat what I also said. It does not take much to do inverse kinematics, combined with segmented hitboxes, quad mechs or even more legs, providing you have the competent and skilled developers to do so. Which appears lacking in this case. Neither is adding those means anymore resource intensive. Just a clear question of competency and willingness.

Quad mechs started coming to Battletech because there were quad mechs in Dougram where Battletech is copying mechs from.

Edited by Anjian, 23 August 2017 - 03:27 AM.


#44 Brain Cancer

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Posted 23 August 2017 - 12:56 PM

Quote

what dumb **** will people ask for next next? agrotractor mechs from darkages?


Quads actually would bring something different to the game in terms of movement and function vs. a biped.

They're legit combat units, unlike a weaponized Agromech (not that we don't see weaponized construction vehicles and the like in the Middle Eastern conflicts these days...). The first ones were frankly trash, but they definitely improved with time and MWO pilots don't usually go stock anyway. The only flaw is the difficulty involved in coding them properly, but that's a flaw that lies at the bottom of many of MWO's faults.

#45 Pariah Devalis

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Posted 23 August 2017 - 01:14 PM

Fun fact. With the time jump, we could easily introduce one quad of each weight class for both Clan and IS. Snow Fox, Stalking Spider, Fire Scorpion, Thunder Stallion for Clan. Tarantula, Scorpion, Barghest, and Goliath for the IS. They trade crit slots for interesting geometry and weapon placement.

Edited by Pariah Devalis, 23 August 2017 - 01:15 PM.


#46 Metus regem

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Posted 23 August 2017 - 01:15 PM

View PostBrain Cancer, on 23 August 2017 - 12:56 PM, said:

not that we don't see weaponized construction vehicles and the like in the Middle Eastern conflicts these days...



I'll never forget seeing a large wheeled front end loader sporting a some MG/s and a couple of RPG's during my time over there, was one of the stranger 'combat vehicles' I saw, right before my gunner launched an AGM-114 at it...

#47 Revis Volek

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Posted 23 August 2017 - 06:01 PM

View PostKhobai, on 22 August 2017 - 07:29 PM, said:

what dumb **** will people ask for next next? agrotractor mechs from darkages?


Posted Image

#48 Roughneck45

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Posted 23 August 2017 - 06:05 PM

Would be cool if they made one.
















...just one though...


... and gave it to Juodas Varnas...


...and made him the VIP from now on....

Edited by Roughneck45, 23 August 2017 - 06:07 PM.


#49 Pariah Devalis

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Posted 23 August 2017 - 07:50 PM

View PostRoughneck45, on 23 August 2017 - 06:05 PM, said:

Would be cool if they made one.
















...just one though...


... and gave it to Juodas Varnas...


...and made him the VIP from now on....




#50 InspectorG

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Posted 23 August 2017 - 08:00 PM

Who the hell cares about Quads?


Where is our Land-Air-Mechs?

#51 Pariah Devalis

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Posted 23 August 2017 - 08:17 PM

View PostInspectorG, on 23 August 2017 - 08:00 PM, said:

Who the hell cares about Quads?


Where is our Land-Air-Mechs?


Land Air Mechs? Those belong in a zoo! (Alongside quadvees....)

#52 evilauthor

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Posted 23 August 2017 - 08:19 PM

View PostInspectorG, on 23 August 2017 - 08:00 PM, said:

Who the hell cares about Quads?


Where is our Land-Air-Mechs?


Stuck in litigation with Harmony Gold.

And really, the regular TT Battletech has been trying to remove LAMs from the game since the Clan invasion. Yet they somehow keep creeping back into BT lore.

#53 Brain Cancer

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Posted 24 August 2017 - 10:12 AM

Quote

Where is our Land-Air-Mechs?


Trapped with the Flea in Gotta Go Fast Limbo.

#54 Dimento Graven

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Posted 24 August 2017 - 10:22 AM

View PostInspectorG, on 23 August 2017 - 08:00 PM, said:

Who the hell cares about Quads?
Umm... I do.

Quote

Where is our Land-Air-Mechs?
LOL, do you really think hit detection could possibly deal with an airborne LAM?

But, fix hit detection and give us LAMs (and Quads), we'd be in Battlemech heaven!

#55 Anjian

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Posted 24 August 2017 - 03:37 PM

View PostDimento Graven, on 24 August 2017 - 10:22 AM, said:

Umm... I do.

LOL, do you really think hit detection could possibly deal with an airborne LAM?

But, fix hit detection and give us LAMs (and Quads), we'd be in Battlemech heaven!



With cat or dog bodied type or AT-AT style quad mechs, they may have issues turning around some tighter corners due to the length of their bodies. This may affect the way mechs are going to turn around in some places like Crimson and Mining Collective. This kind of mechs have no turning torso, and are going to take much damage from their sides, while being unable to torso twist and spread damage.

Due to the surface area from above, quad mechs are going to be prone to heavy damage from missile attacks coming above, like in LRMs. Or for that matter, air strikes. Some interpretation maybe required to have them fitted with at least two AMS.

On the other hand, depending on the body elevation of the mechs, they may also squat lower to the ground, giving them a lower silhouette that could be harder to hit on open ground. However, that may also result in ground clearance issues, where weapons might hit the ground ahead of them instead of their targets. This will require the weapons hardpoints to be located high.

The design of the mech would have to be two parts, one part with the base, and another part for the swiveling torso with weapons. The weapons would have to be situated high, for the ground clearance, and the swiveling torso allows for torso twisting.

Just from my experience in playing spider like quad mechs, like those in War Robots, quads have other issues. For example, they do a great job of BLOCKING passages so that other mechs, namely your teammates, cannot pass, and will have to go around you.

Another question is that whether you will allow spider mechs to climb up all over the top of mountains and snipe or LRM bombard from those positions.

Edited by Anjian, 24 August 2017 - 04:08 PM.


#56 Grus

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Posted 24 August 2017 - 03:49 PM

View PostInternal Obedience XIII-omega, on 22 August 2017 - 10:10 AM, said:

Everytime i read about quad mechs and "programmer issues" you would think PGI do something about their programmers??? Like, actually get someone who knows WTH they are doing? Cause that excuse grows stale each time and here we are asking for better content such as maps and if PGI really cared, efforts to integrate quad mechs into this game could/would reach an all time high in favor of the masses.

Praise Blake!


You're talking about the same group that used that excuse for the reason the c ant do a free for all in Solaris.. "programming"

#57 Methanoid

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Posted 24 August 2017 - 04:26 PM



#58 Anjian

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Posted 24 August 2017 - 04:33 PM

View PostMethanoid, on 24 August 2017 - 04:26 PM, said:




That looks crazy fun.

#59 Methanoid

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Posted 24 August 2017 - 04:43 PM

View PostAnjian, on 24 August 2017 - 04:33 PM, said:


That looks crazy fun.


if you have any legs on the robots/mechs in that game you can even *gasp* strafe.

#60 Smites

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Posted 24 August 2017 - 06:03 PM

What are the challenges to implement quad mechs into MW:O? So far I have their unique crit slot system, that they'd need a unique skeleton/new animations, and the controls would be naturally different. (I.e. moving side to side.)





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