Countdown To Release Hellspawn Dec 12Th
#41
Posted 05 December 2017 - 11:28 PM
#42
Posted 05 December 2017 - 11:40 PM
D V Devnull, on 05 December 2017 - 04:54 PM, said:
~D. V. "Somebody at PGI needs to fix that." Devnull
no error. the amount outside brackets are non-engine heatsinks, the ones in the brackets are the additional, manually installed engine heatsinks you can put in. those mechs with 0/(0) have no heatsinks other than the ones included in the engine because they dont need any more to get them going, because they allready have the minimum required 10 heatsinks.
(small example: on a locust this would probably look something like 2/(0) because their small engines do neither have space for more engine heatsinks nor do they reach the minimum required amount with the engine alone to start with.)
EDIT: checked on smurfy, it should be 3/(0) for a locust because the XL 190 has just 7 internal heatsinks and no space for additional ones. so you need 3 heatsinks outside the engine.
Edited by Genesis23, 05 December 2017 - 11:42 PM.
#43
Posted 06 December 2017 - 12:05 AM
MrKvola, on 05 December 2017 - 11:25 PM, said:
D V Devnull, on 05 December 2017 - 04:54 PM, said:
~D. V. "Somebody at PGI needs to fix that." Devnull
There is no error. Just read what it says before the numbers - "<DBL/SINGLE> HEATSINKS /(ENG)". The engine does not have to have 10 heatsinks, so the number in the brackets indicates the number of engine internal heatsinks. The other number shows external heatsinks installed.
Genesis23, on 05 December 2017 - 11:40 PM, said:
D V Devnull, on 05 December 2017 - 04:54 PM, said:
~D. V. "Somebody at PGI needs to fix that." Devnull
no error. the amount outside brackets are non-engine heatsinks, the ones in the brackets are the additional, manually installed engine heatsinks you can put in. those mechs with 0/(0) have no heatsinks other than the ones included in the engine because they dont need any more to get them going, because they allready have the minimum required 10 heatsinks.
(small example: on a locust this would probably look something like 2/(0) because their small engines do neither have space for more engine heatsinks nor do they reach the minimum required amount with the engine alone to start with.)
Neither of you have been In-Game in a while, have you? Take a look at the ScreenShots of the HellSpawn Quirks on Page 1 again, particularly at the depiction of the Heat Sink Counts and Engine Size. Right now, the number indicating External Heat Sink Count is being displayed where the Engine Heat Sink Count SHOULD be. Further, the Engine Heat Sink Count is flatly NOT being displayed! I'm not talking about the resizable Mech Stats on the bottom. I'm talking about the ToolTip pane that flies out and shows up when you're floating on Mech Images in the Selection Screen area. I don't know why PGI broke the damned thing, but I know it needs fixing when all the Mechs show ZERO External Heat Sinks in that particular spot, and it shows less than 10 when your Engine Size is 250 or more!!! For example...
- HSN-7D & (S) --- "DBL HEAT SINKS/(ENG) = 0/(0)"
- HSN-7D2 --------- "DBL HEAT SINKS/(ENG) = 0/(5)"
- HSN-7P ---------- "DBL HEAT SINKS/(ENG) = 0/(4)"
- HSN-8E ---------- "DBL HEAT SINKS/(ENG) = 0/(0)"
- HSN-8P ---------- "DBL HEAT SINKS/(ENG) = 0/(3)"
- HSN-9F ---------- "DBL HEAT SINKS/(ENG) = 0/(0)"
- HSN-7D & (S) --- "DBL HEAT SINKS/(ENG) = 0/(10)"
- HSN-7D2 --------- "DBL HEAT SINKS/(ENG) = 5/(10)"
- HSN-7P ---------- "DBL HEAT SINKS/(ENG) = 4/(10)"
- HSN-8E ---------- "DBL HEAT SINKS/(ENG) = 0/(10)"
- HSN-8P ---------- "DBL HEAT SINKS/(ENG) = 3/(10)"
- HSN-9F ---------- "DBL HEAT SINKS/(ENG) = 0/(10)"
~Mr. D. V. "I wish I could tell somebody I was thankful for this new headache, but it hurts way too much to like it." Devnull
#44
Posted 06 December 2017 - 01:11 AM
#45
Posted 06 December 2017 - 01:34 AM
byter75, on 06 December 2017 - 01:11 AM, said:
i think that is because it has the most energy hardpoints, which apparently leads to the assumption it has the highest offensive potential and therefore needs no quirks at all. at least thats the only explanation i can come up with.
#46
Posted 06 December 2017 - 01:55 AM
Genesis23, on 06 December 2017 - 01:34 AM, said:
i think that is because it has the most energy hardpoints, which apparently leads to the assumption it has the highest offensive potential and therefore needs no quirks at all. at least thats the only explanation i can come up with.
I had mostly ruled that out because the hero has 1 more energy hardpoint with ecm & jj and it still has the survival quirks and better agility (though still lower than the others).
#47
Posted 06 December 2017 - 02:28 AM
byter75, on 06 December 2017 - 01:11 AM, said:
Chris Lowrey highlighted in the Hellspawn thread in General Discussion that there was a bug in the quirks: It's supposed to have some. I quote:
Quote
I PO'ed this, and am genuinely surprised at the size and side profile of this mech. BOY is it tiny and slim!! I think I'll have fun with it I'd like to see the hit boxes though and where the CT is. Given the profile, torso twisting will be quite effective.
Edited by arcana75, 06 December 2017 - 02:32 AM.
#48
Posted 06 December 2017 - 03:31 AM
#49
Posted 06 December 2017 - 03:57 AM
Slambot, on 06 December 2017 - 03:31 AM, said:
The Shadowcat actually lost most of its quirks. But yeah it ends up better thanks to Clam tech, high mounts, and better hitboxes (although not great).
Edited by FupDup, 06 December 2017 - 03:57 AM.
#50
Posted 06 December 2017 - 03:59 AM
#51
Posted 06 December 2017 - 05:18 AM
I want one ! You do not know until you try it. Congratulations to all those who will get it first.
#52
Posted 06 December 2017 - 06:21 AM
I would like to see in game footage of it moving, jumping, shooting... Hell that'd be nice with all mech releases...
#53
Posted 06 December 2017 - 06:52 AM
#54
Posted 06 December 2017 - 07:17 AM
McGoat, on 06 December 2017 - 06:21 AM, said:
I would like to see in game footage of it moving, jumping, shooting... Hell that'd be nice with all mech releases...
I miss the days of MW4 and MW4 mercs. Maybe PGI should consider putting the ability to crouch in the damn game? They can't do melee and they can't do leg-environment programming... fine. At least put crouching in!
#55
Posted 06 December 2017 - 08:47 AM
I'm surprised that it even got a few armor quirks... so maybe PGI will revisit the useless structure quirks of the Thanny? Few quirks overall was basically a given since a few variants have ECM.
#56
Posted 06 December 2017 - 08:51 AM
WITHOUT GODDAMN LEG ARMOR/STRUCTURE QUIRKS?!?!
GG PGI, G freaking G.
This thing is going to dissapear from the battefield faster than the Hunchback 4SP once the nerf-hammer appeared...
Edited by Alvar Von Kenesthor, 06 December 2017 - 08:52 AM.
#58
Posted 06 December 2017 - 06:23 PM
Alvar Von Kenesthor, on 06 December 2017 - 08:51 AM, said:
WITHOUT GODDAMN LEG ARMOR/STRUCTURE QUIRKS?!?!
GG PGI, G freaking G.
This thing is going to dissapear from the battefield faster than the Hunchback 4SP once the nerf-hammer appeared...
You do realize 4SPs are still commonly used anyways, right? given regardless of quirks, they're one of the best setup mechs toughness, hardpoint, weapon and speed wise?
#59
Posted 06 December 2017 - 06:44 PM
Arkhangel, on 06 December 2017 - 06:23 PM, said:
One of my fav assaults, the Marauder IIC, has no enhancements either.
#60
Posted 06 December 2017 - 08:08 PM
Example:
The Supernova hero is not displaying in game as the hero name "Boiler" Instead, it is displaying in-game matches as "SNV-BR". Seems like I saw the same omission with "Spirit Bear" and "Sleipnir" hero recently as well but I think those may have been fixed. Will keep an eye out.
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