Countdown To Release Civil War: Escalation
#181
Posted 18 October 2017 - 04:44 AM
#182
Posted 18 October 2017 - 09:22 AM
Jay Leon Hart, on 17 October 2017 - 03:30 PM, said:
That model clearly shows one arm below cockpit level (the right) and one level with it (the left), so it supports both the new and old versions of the NSR, as well as neither of them.
Also, the arm joints on that mini are further back on the 'mech and higher up. Straight arms on that mint would put the arms well above the cockpit.
No its dose not support both or neither. The one is bent at the elbow giving it the look that it is aiming at something higher.
With a simple rotation of the ball joint in the shoulder one could say it could be repositioned at or above the cockpit.
My issue is not with the location of the weapons. It is with the fact that the arms looked forced and unnatural in their new positon.
One idea I can see (to give every one what they want) would be
1. raise the arms up a bit not enough to make them straight but give them the sloping upper arm look.
2.shorten the upper arm pulling the arms closer to the body and should also move the weapons up.
3.raise the weapons position on the arms up.
4. relocate the shoulder where it connects to the body up and more to the rear.
5. and remove the vent where the missiles attach to on the hero version. they look nice but if they were removed it would make it a more compact target. add the vents when you add missiles to the hero.
All that should put the weapons cockpit level or very close.
(I know nothing about modification using computers so their is no way I could make a example of what I'm explaining)
Yeonne Greene, on 17 October 2017 - 04:24 PM, said:
Alex's work has the arms straight out. So does the original tabletop mini.
No the TT miniature does not have straight arms. I just posted pictures that shows the upper arms at slant in the same manner as in Alex's original.
FLG01 tried this I can see even in the pictures he posted the upper arms are at an angle
Now as for Lore we should be carful on how we use it. I am also guilty of this but we cant go by Lore all the time. I mean look at the position of the NS legs. the knee joints have an odd angle on the miniature that make it front heavy (trust me I know. Why do you think I have such big bases for them. They tip forward just by looking at them with out a base.) . Alex places them underneath the mech giving it a better center of gravity.
In lore my left arm can aim at one mech my right arm can aim at a second and my CT can aim at one in front of me. Allow me to fire on all 3 targets at the same time. Also we can add or remove hand and lower arm actuators on all mechs not just Omni.
we all seam to pick and choose what is convenient for our ideas to be valid.
#183
Posted 18 October 2017 - 09:28 AM
Were your pics taken in testing grounds with the new camera option? If so, very cool! I can see a lot of mech selfies coming out after the patch.
- Testing Grounds: Testing Grounds now supports the use of Freecam. This can be toggled with F5.
#184
Posted 18 October 2017 - 09:34 AM
The Boneshaman, on 18 October 2017 - 09:22 AM, said:
No the TT miniature does not have straight arms. I just posted pictures that shows the upper arms at slant in the same manner as in Alex's original.
Correct, the base of the arm is higher up so it is able to slope down and still have weapons at cockpit level. That arm shoulder would also shield some of that insanely protruding ST. I wish the ST was done in a less vulnerable way but with arms fixed I'll buy it if actuators are removed.
WE DON'T JUST WANT A NICE MODEL IN THE HANGER BAY, IT NEEDS TO KILL THINGZ DAMMIT!
#186
Posted 18 October 2017 - 10:16 AM
Nightbird, on 18 October 2017 - 09:34 AM, said:
WE DON'T JUST WANT A NICE MODEL IN THE HANGER BAY, IT NEEDS TO KILL THINGZ DAMMIT!
and it can and will kill you just have to adjust to playing a Night Star not a MadCatMK2, Black Jack or Rifleman.
Their are many low mounted mechs that can take out high mounted weapon mechs. I see it all the time. its not really the mech its the player. as I have said its not the weapons its the way it looks forced and unnatural with the arms up in its new position.
WE DON'T JUST WANT IT TO KILL THINGZ, IT NEEDS TO LOOK NICE IN THE HANGER BAY DAMMIT!
#187
Posted 18 October 2017 - 10:46 AM
The Boneshaman, on 18 October 2017 - 10:16 AM, said:
and it can and will kill you just have to adjust to playing a Night Star not a MadCatMK2, Black Jack or Rifleman.
Their are many low mounted mechs that can take out high mounted weapon mechs. I see it all the time. its not really the mech its the player. as I have said its not the weapons its the way it looks forced and unnatural with the arms up in its new position.
WE DON'T JUST WANT IT TO KILL THINGZ, IT NEEDS TO LOOK NICE IN THE HANGER BAY DAMMIT!
I believe he's referring to the actuators with that comment, not hardpoint height. With all the actuators in the arms, you only have 8 crit spaces in the arms, where 6 out of 8 hardpoints are. So, if you keep the gauss rifles OR AC/10s, you have 5 hardpoints with only 3 crits to fill them with, and one side torso you can at best put a HPPC in. You cannot combine the gauss or AC/10 with even a pair of ERLLs. You can only bring medium or small class lasers. Which, in a 95 ton mech, is woefully underarmed.
In order to get a respectable amount of firepower, you'd basically have to put on small ballistics and big energy...
#188
Posted 18 October 2017 - 11:09 AM
The Boneshaman, on 18 October 2017 - 09:22 AM, said:
FLG01 tried this I can see even in the pictures he posted the upper arms are at an angle
Not just that. In fact I explicitely wrote that the arms are at a small angle. The point was about canon hardpoint height, which is cockpit level or just below that, and the overly drastic angle of the 3D model, which initially was far greater than the miniature (and, of course, far greater than that of the concept art used to advertise the Mech).
I don't think the original 3D model's arms did the Nightstar justice, and even if you feel otherwise, there is still the fact that the advertising featured straight arms, and did so from the very beginning. Alex's artwork was released in May.
And if you feel so strongly about the straight arms, you probably should not have waited almost half a year before bringing it up.
#189
Posted 18 October 2017 - 03:23 PM
Edit:
According to chat this is widespread. Fairly confident this has to do with the end date being pushed back from June 30th to August 30th. I ordered July 3rd, which was after they had announced the extension, but past the original cut-off date.
Edit 2:
Relogging (several times) seems to have injected the remaining content. I would suggest logging in twice to see if that works (one person in chat had to log in 4 times).
Edited by RolandDT, 18 October 2017 - 04:14 PM.
#190
Posted 18 October 2017 - 03:25 PM
edit just saw the post above, seems it was bugged? emailing support myself.
Edited by Stink Bug, 18 October 2017 - 03:26 PM.
#191
Posted 18 October 2017 - 03:41 PM
****As of 6:15PM I have received my Early Adopter Rewards
Edited by Tacheyon, 18 October 2017 - 04:17 PM.
#192
Posted 18 October 2017 - 03:54 PM
And I did not receive the associated rewards .
And also not received either IS Collector Rewards? nothing in my inventory why ?
#193
Posted 18 October 2017 - 04:10 PM
#194
Posted 18 October 2017 - 04:37 PM
GM Serenity (Piranha Games)
Oct 18, 17:05 PDT
Hello there,
The original deadline date implemented for the Early Adopter Rewards was set to 2017-07-01 08:00:00 UTC however, we extended this deadline which unfortunately had not been taken into consideration for the injections today.
We are currently working on resolving this issue for those who pre-ordered during the extended deadline, please note that it may take some time for them to appear in your account.
Thank you for your patience and understanding.
Piranha Games
#195
Posted 20 October 2017 - 08:59 AM
-Pik-, on 17 October 2017 - 07:43 AM, said:
man, just writing this makes me melancholic, I kinda wish I was wrong about this mech...
Accepting Ultimate Pack Donations!
Hey Pik,
I'm here to report as promised.
The triple UAC10 build is really fun and devastating!
Couldn't come up with a better build on the 10P than dual Gauss, HPPC and the 9S I setup as discussed with dual Gauss, 3 ERLLs. I think I'll take that into FP, it feels nice.
But my favorite loadout is dual Gauss, dual LL, 3 ERMEDs on the 9FC. Here, have a picture: :-P
#196
Posted 21 October 2017 - 02:24 PM
nvm just saw one
Edited by -Pik-, 22 October 2017 - 11:30 AM.
#197
Posted 22 October 2017 - 08:10 PM
#198
Posted 24 October 2017 - 11:36 AM
#199
Posted 26 October 2017 - 06:57 AM
from accelleration to turn rate it´s just plain bad ,if not the worst of it´s weight class.
It feels like driving a brick ...
I only hope this will keep PGI from nerfing it further in the Future because it´s already got nerfed from the
beginning.
#200
Posted 26 October 2017 - 11:42 AM
A Hobo with a Shotgun, on 26 October 2017 - 06:57 AM, said:
from accelleration to turn rate it´s just plain bad ,if not the worst of it´s weight class.
It feels like driving a brick ...
[...]
lol don't try piloting a Nightstar, then!
And yes, I know that isn't a fair comparison.
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