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Quad Heavy


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#1 Smites

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Posted 22 August 2017 - 09:55 AM

Hello MechWarriors. How many quad mechs were introduced during the civil war period of Battletech and when can we get them in-game?

#2 Antares102

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Posted 22 August 2017 - 10:01 AM

Juodas Varnas is asking for them since he was born.
No quads so far. Russ consideres them circus mechs.

Edited by Antares102, 22 August 2017 - 10:01 AM.


#3 Dimento Graven

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Posted 22 August 2017 - 10:05 AM

View PostSmites, on 22 August 2017 - 09:55 AM, said:

Hello MechWarriors. How many quad mechs were introduced during the civil war period of Battletech and when can we get them in-game?
Honestly I know there's quite a few, but I'm not currently clear on the time frame we're currently playing in the game... What year is it again?


View PostAntares102, on 22 August 2017 - 10:01 AM, said:

Juodas Varnas is asking for them since he was born.
No quads so far. Russ consideres them circus mechs.
No, I believe the stated reason was "Because programming is hard... <tear drop rolling down cheek>"

#4 Requiemking

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Posted 22 August 2017 - 10:06 AM

Russ has been very adamant about not adding quads, mainly due to the challenges of implementing them(after all, they lack waist actuators), and the fact that, in many cases, they would offer an unfair advantage in long-range combat.

#5 KursedVixen

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Posted 22 August 2017 - 10:09 AM

View PostRequiemking, on 22 August 2017 - 10:06 AM, said:

Russ has been very adamant about not adding quads, mainly due to the challenges of implementing them(after all, they lack waist actuators), and the fact that, in many cases, they would offer an unfair advantage in long-range combat.
They'd also be unfair because they can potentially lose legs and still be effective.

#6 Internal Obedience XIII-omega

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Posted 22 August 2017 - 10:10 AM

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!

#7 Dimento Graven

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Posted 22 August 2017 - 10:12 AM

View PostRequiemking, on 22 August 2017 - 10:06 AM, said:

Russ has been very adamant about not adding quads, mainly due to the challenges of implementing them(after all, they lack waist actuators),
We have urbies with 360 degree turning radius's, I'm not sure how a lack of waist actuator would be an issue.

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and the fact that, in many cases, they would offer an unfair advantage in long-range combat.
Ok, you'll have to explain this one to me. I don't see how a 4 legged 'mech can shoot any farther, straighter, faster, or deal more damage than a two legged 'mech, and in fact potentially having a lower stance (at least as low as a KGC) they could end up with having to fight against terrain blocking shots unlike 'mechs with higher stances...

View PostKursedVixen, on 22 August 2017 - 10:09 AM, said:

They'd also be unfair because they can potentially lose legs and still be effective.
Nah, lose a leg, 75% speed, lose two legs, game over.

#8 Requiemking

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Posted 22 August 2017 - 10:17 AM

View PostDimento Graven, on 22 August 2017 - 10:12 AM, said:

We have urbies with 360 degree turning radius's, I'm not sure how a lack of waist actuator would be an issue.
Because it means that it cannot turn it's torso by moving the mouse left and right. This poses a very big problem as it make precision aiming harder.

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Ok, you'll have to explain this one to me. I don't see how a 4 legged 'mech can shoot any farther, straighter, faster, or deal more damage than a two legged 'mech, and in fact potentially having a lower stance (at least as low as a KGC) they could end up with having to fight against terrain blocking shots unlike 'mechs with higher stances...

Because that same low stance(coupled with the fact that the main quad people ask for, the Scorpion, is effectively a rectangular pancake on legs) allows them to quickly duck back behind hills as well as allowing them to expose less of themselves to fire their weapons.

#9 KursedVixen

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Posted 22 August 2017 - 10:19 AM

That pancake also creates a large surface for incoming LRMs and ATM missiles coming almost straight down at you.

#10 Smites

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Posted 22 August 2017 - 10:20 AM

View PostKursedVixen, on 22 August 2017 - 10:19 AM, said:

That pancake also creates a large surface for incoming LRMs and ATM missiles coming almost straight down at you.


LRMs are totally super-deadly weapons and need to be nerfed before the Scorpion arrives or any serious discussion of balance can occur.

#11 Requiemking

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Posted 22 August 2017 - 10:22 AM

View PostKursedVixen, on 22 August 2017 - 10:19 AM, said:

That pancake also creates a large surface for incoming LRMs and ATM missiles coming almost straight down at you.

Thats if they can get a lock onto you in the first place, and since most serious snipers probably will end up taking Radar Derp specifically to mitigate that weakness, those particular weapons won't be an issue.

#12 Dimento Graven

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Posted 22 August 2017 - 10:24 AM

View PostRequiemking, on 22 August 2017 - 10:17 AM, said:

Because it means that it cannot turn it's torso by moving the mouse left and right. This poses a very big problem as it make precision aiming harder.
As I recall a lot of weapons were on a large turret on the tops of the quads, so mouse movement is a go.

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Because that same low stance(coupled with the fact that the main quad people ask for, the Scorpion, is effectively a rectangular pancake on legs) allows them to quickly duck back behind hills as well as allowing them to expose less of themselves to fire their weapons.
Ummm... There's plenty of 'mechs out there that meet this definition due to hard point placement. Hell, a lot of the times I don't even see them exposed, just weapons fire coming from the top a sheer cliff. At worse, these 'mechs expose a few pixels and can still fire their weapons and quickly duck to cover.

That and the fact that we have some SUPREMELY tiny 'mechs already that are difficult overly difficult to get shots to register on their itty bitty hit boxes... Well, I don't see ANYTHING AT ALL game breaking about what you're describing.

#13 Metus regem

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Posted 22 August 2017 - 10:34 AM

View PostSmites, on 22 August 2017 - 09:55 AM, said:

Hello MechWarriors. How many quad mechs were introduced during the civil war period of Battletech and when can we get them in-game?



Two part answer..

Number of Quads put into production between 3050 and 3067 is 6.

Number of quads we will likely see during the life time of MWO? 0, this is due to the fact that Russ hates quads, he refers to them as circus mechs.

#14 Valdarion Silarius

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Posted 22 August 2017 - 10:35 AM

I think the biggest problem with quads is their lack of torso twisting. While some quad mechs have fixed torsos, others like the Tarantula would be interesting since they have 360 rotatable turrets. If the fixed chassis's of the quads would have a unique side strafing (instead of torso twisting) ability to compensate for their fixed chassis, I think they would be an extremely interesting class of mech to add in MW:O.

#15 Smites

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Posted 22 August 2017 - 10:51 AM

View PostMetus regem, on 22 August 2017 - 10:34 AM, said:



Two part answer..

Number of Quads put into production between 3050 and 3067 is 6.

Number of quads we will likely see during the life time of MWO? 0, this is due to the fact that Russ hates quads, he refers to them as circus mechs.


Freaking circus mechs. Does that make Juodas a clown?

#16 InfinityBall

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Posted 22 August 2017 - 10:51 AM

View PostDimento Graven, on 22 August 2017 - 10:12 AM, said:


Nah, lose a leg, 75% speed, lose two legs, game over.

Is even that much warranted? How much do legs weigh? Having 4 of them seems like a significant hit to loadouts at a specific tonnage

#17 Brain Cancer

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Posted 22 August 2017 - 10:55 AM

We won't see quads for the same reason we won't see IK.

They can't properly model anything without breaking hitreg, much less something that isn't a biped. If they actually COULD do so, the unique strafing movement and such would make them interesting for poking and urban movement.

#18 Dimento Graven

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Posted 22 August 2017 - 10:56 AM

View PostInfinityBall, on 22 August 2017 - 10:51 AM, said:

Is even that much warranted? How much do legs weigh? Having 4 of them seems like a significant hit to loadouts at a specific tonnage
Yeah, I think we have to try and get as close to lore as possible I vaguely recall, and at the moment don't really care enough to look up, that it was either 75, 50 percent loss of movement for quad 'mechs. I just went with 75% because... reasons.

#19 Requiemking

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Posted 22 August 2017 - 10:59 AM

View PostSmites, on 22 August 2017 - 10:51 AM, said:


Freaking circus mechs. Does that make Juodas a clown?

Yes. And the Scorpion is his clown car.

#20 Thorn Hallis

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Posted 22 August 2017 - 11:02 AM

I guess the main obstacle isn't coding the movement of the legs but the seperate 360° turret rotation on some of the 'Mechs.





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