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Can We Please Discuss The Madcat Mk Ii's Arm Actuators?


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#1 InvictusLee

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Posted 21 December 2017 - 06:45 PM

This mech has no arms.
Why the heck does it have upper and lower arm actuators?
It makes no sense.


......It also makes it hard for me to run my favorite 4 lb10 shotgun build D:

Pgi plz fix?





So anyway. Whats up with that? Why do they exist on this mech?

#2 Yosharian

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Posted 21 December 2017 - 06:48 PM

Maybe they have a plan to use them at some point for melee combat.

A plan which, most likely, will never come to fruition, but in the meantime provides an excuse to not simply get rid of them.

Edit: my bad I misread your post, thought you were talking about hand actuators haha

Edited by Yosharian, 21 December 2017 - 09:59 PM.


#3 FupDup

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Posted 21 December 2017 - 06:49 PM

The upper actuators are the part that enable you to move your arms up and down. I don't think your arms could even be attached to the torso without them.

The lower arms are there because the makers of TT felt like it. It does sort of help track targets given that the mech's agility is fairly low.

#4 Y E O N N E

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Posted 21 December 2017 - 06:56 PM

Nightstar feels your pain, but provides zero sympathy. Posted Image

#5 Khobai

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Posted 21 December 2017 - 07:02 PM

I get why the madcat mkII has lower arm actuators, because it at least has weapons in its arms...

the real question is why does the banshee have actuators in its arms?

#6 Bombast

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Posted 21 December 2017 - 07:06 PM

Upper actuators are the ones that go up and down.

Lower actuators are the ones that control side motion.

Bam. Done.

#7 FupDup

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Posted 21 December 2017 - 07:09 PM

View PostKhobai, on 21 December 2017 - 07:02 PM, said:

I get why the madcat mkII has lower arm actuators, because it at least has weapons in its arms...

the real question is why does the banshee have actuators in its arms?

The Banshee (main variant at least) was designed to tickle enemies with its long-range guns while it closes in to start punching them.

#8 InvictusLee

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Posted 21 December 2017 - 07:17 PM

View PostFupDup, on 21 December 2017 - 07:09 PM, said:

The Banshee (main variant at least) was designed to tickle enemies with its long-range guns while it closes in to start punching them.

I WOULD PAY TO PLAY A GAME WHERE I COULD PUNCH THINGS WITH MY ATLAS AND BASHEEE...

#9 Bombast

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Posted 21 December 2017 - 07:22 PM

View PostNovember11th, on 21 December 2017 - 07:17 PM, said:

I WOULD PAY TO PLAY A GAME WHERE I COULD PUNCH THINGS WITH MY ATLAS AND BASHEEE...


That would be Battletech.

Posted Image



Unrelated, look at the Atlas's head. It has a neck.

Edited by Bombast, 21 December 2017 - 07:25 PM.


#10 InvictusLee

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Posted 21 December 2017 - 07:31 PM

View PostBombast, on 21 December 2017 - 07:22 PM, said:


That would be Battletech.

Posted Image




Unrelated, look at the Atlas's head. It has a neck.

*November has already paid for this game but does not play it because potato-top*


HOLY **** IT DOES HAVE A NECK!

#11 Khobai

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Posted 21 December 2017 - 07:41 PM

Quote

The Banshee (main variant at least) was designed to tickle enemies with its long-range guns while it closes in to start punching them.


sure that makes sense in tabletop.

but whys it have arm actuators in MWO?

I mean some mechs deliberately have lower arm actuators to block certain weapons from being used in the arms. Thats understandable. But in the banshee's case its a non-issue since you dont have to worry about it sticking AC20s in its arms in the first place.

At least the hand, lower, and upper actuators should be removed... the shoulder one you arguably need to keep the arm attached. but those 6 crit slots could be 2 extra DHS.

And if the torso pitch was also fixed and made 20-25 degrees instead of 16 degrees, people might actually use banshees again.

Quote

Unrelated, look at the Atlas's head. It has a neck.


lies. its actually the exposed head of a smaller mech and its wearing the atlas like a suit of power armor.

Edited by Khobai, 21 December 2017 - 07:55 PM.


#12 InvictusLee

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Posted 21 December 2017 - 07:52 PM

View PostKhobai, on 21 December 2017 - 07:41 PM, said:

And if the torso pitch was also fixed and made 20-25 degrees instead of 16 degrees, people might actually use banshees again.
Can we also do this for madcats?

#13 Bombast

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Posted 21 December 2017 - 07:53 PM

View PostKhobai, on 21 December 2017 - 07:41 PM, said:

at least the hand, lower, and upper actuators should be removed... the shoulder one you arguably need to keep the arm attached. but those 6 crit slots could be 2 extra DHS.


In battletech, you need shoulders and upper actuators. The shoulder is the actual 'anchor' of the arm, while the upper actuator is what allows it to actually move. You absolutely need both, or else the arm is just an immobile brick.

#14 Khobai

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Posted 21 December 2017 - 07:58 PM

View PostBombast, on 21 December 2017 - 07:53 PM, said:


In battletech, you need shoulders and upper actuators. The shoulder is the actual 'anchor' of the arm, while the upper actuator is what allows it to actually move. You absolutely need both, or else the arm is just an immobile brick.


fair enough

but the hand and lower actuators should still be removed on the banshee.

Quote

Can we also do this for madcats?


madcats already have torso pitch of 20, they also have arm weapons that can shoot up and down. madcats also probably have actuators/fixed armor slots to prevent them from using certain weapons in their arms.

but banshees other the other hand, have crappy torso pitch of 16, no arm weapons, and can literally only fight on completely level terrain. theres literally no reason whatsoever for the banshee to have hand/lower actuators.

id say the banshee was getting bent over, if the banshee could actually bend over.

Edited by Khobai, 21 December 2017 - 08:05 PM.


#15 Bombast

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Posted 21 December 2017 - 08:01 PM

View PostKhobai, on 21 December 2017 - 07:58 PM, said:

fair enough

but the hand and lower actuators should still be removed on the banshee.


For MWO? Maybe. Personally, I think all hand actuators should be removed from everything at least (In the crit sheet, not visually), as they serve no purpose but to screw over certain mechs, mostly IS once, since any mech with hands automatically loses an opportunity for a DHS.

Edited by Bombast, 21 December 2017 - 08:01 PM.


#16 Khobai

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Posted 21 December 2017 - 08:09 PM

Quote

For MWO? Maybe. Personally, I think all hand actuators should be removed from everything at least (In the crit sheet, not visually), as they serve no purpose but to screw over certain mechs, mostly IS once, since any mech with hands automatically loses an opportunity for a DHS.


locked equipment screws over all mechs that have locked equipment.

you think the executioner wants 8 tons of lock jumpjets? it doesnt. lol.

But I think locked equipment is sometimes okay as long as theres some benefit gained by it.

not all mechs should have hand actuators. but some should (like an atlas without hands is just weird). and the mechs that should have hand actuators should get some benefit from having them. Even if its just a hill climbing bonus.

likewise the executioner should get jumpjet quirks, if youre gonna force it to have jumpjets, at least make them good...

Edited by Khobai, 21 December 2017 - 08:12 PM.


#17 FupDup

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Posted 21 December 2017 - 08:12 PM

View PostKhobai, on 21 December 2017 - 08:09 PM, said:

locked equipment screws over all mechs that have locked equipment.

you think the executioner wants 8 tons of jumpjets? it doesnt.

I think locked equipment is okay as long as theres some benefit gained by it.

mechs with hand actuators should get some benefit from having them.

likewise the executioner should get jumpjet quirks, if youre gonna force it to have jumpjets, at least make them good...

The benefit for having locked stuff is that you can customize your hardpoint layout with Omnipods. No locked stuff means you get stock hardpoints only (which would actually work well for some Omnis but for others it would be a death sentence since stock hardpoints sometimes suck).

#18 Nightbird

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Posted 21 December 2017 - 08:13 PM

But then how would the Banshee melee attack?

#19 Khobai

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Posted 21 December 2017 - 08:14 PM

Quote

The benefit for having locked stuff is that you can customize your hardpoint layout with Omnipods.


but a perfect battlemech has perfect hardpoints without the downside of locked equipment.

like the madcat MK2.

you think the executioner being able to swap its hardpoints ever makes it as good as a madcat MK2? lol nope. battlemech > omnimech.

being able to customize your hardpoint layout is barely an advantage for omnimechs anymore. Its not enough to cancel out the tremendous downside of locked equipment.

omnimechs having locked equipment also kills any chance of IS omnimechs being good. because locked XL engines... which is why ISXL should survive side torso destruction, but im sure that topic will reemerge soon enough Posted Image

Edited by Khobai, 21 December 2017 - 08:20 PM.


#20 FupDup

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Posted 21 December 2017 - 08:18 PM

View PostKhobai, on 21 December 2017 - 08:14 PM, said:


but a perfect battlemech has perfect hardpoints without the downside of locked equipment.

like the madcat MK2.

being able to customize your hardpoint layout is no longer really an advantage for omnimechs. at least not one that cancels out the tremendous downside of locked equipment.

Good robots are better than bad robots? What a shocking revelation...

And it really depends on which Omni, some benefit from pod swapping more than others. The Thor is one example that has really god-awful hardpoints on several stock variants but can customize to form the all-power ERPPC nipple poptart. The Loki is another that has only 3 torso beams for C-Bill variants stock and 4 for the hero, but customization lets you bring that up to 6 torso beams (well, 5 torso and 1 head).





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