

Have They Fixed The Upper Arm Acutators Yet?
#1
Posted 20 December 2017 - 06:49 PM
was incredibly disappointed on a competitive level,
i was wondering if they fixed that yet?
it was always incredibly stupid to me to have belly and belt level hardpoints, as well as guns on the arms/hands and the inability to raise the arms, so your mech just walked around arms at the hips shooting from his lowered arms. like why the **** even have arms on the thing, they served no purpose.
anyways
on a competitive gaming level, this was a huge problem, since it really limited the tactical movement of a hip shooting mech, as you had to fully crest a hill and skyline yourself in order to shot your weapon,
and anyone who has been shot at will tell you how retarrrded that is...
my question is, have they fixed it yet, so you can raise arms and shoot at eyeball level with an arm?
or is this game going to continue to be vacant from my computer....
#2
Posted 21 December 2017 - 06:00 AM
#3
Posted 21 December 2017 - 07:04 AM
Fluffy Kitten, on 20 December 2017 - 06:49 PM, said:
or is this game going to continue to be vacant from my computer....
Not the sort of game you're looking for. Move along.
#4
Posted 21 December 2017 - 12:23 PM
Dakota1000, on 21 December 2017 - 06:00 AM, said:
1st place World Cup champion used a Dragon. That's a low-slung arm mech. Not only that, but if all the tears in meta are true, one of the worst mechs in the game.
That should say something.
#5
Posted 21 December 2017 - 12:34 PM
Fluffy Kitten, on 20 December 2017 - 06:49 PM, said:
or is this game going to continue to be vacant from my computer....
They have not, but two years ago when I first started a design document for a battletech simulator, which I would like to gradually have evolve into its own IP (as that's more realistic than getting ahold of the BT/MW license and means more profit margins for me than having to share with license owners while renting the license)... I had come up with a concept for both raising arms as well as angling arms / turning the mech's head separate from the torso and legs.
Pretty simple really. Want to raise your arms? Press Q and E. Want to aim far left without twisting that way (or in a mech that can't twist)? Press Q. The same for E. Each arm will pivot as far as it can so on the more extreme angles the opposite arm will simply lower.
(An example of looking left with Q. In this case the design would have the arm be up and ready but stop pivoting when the limit was reached and simply suspend in waiting.)

(An example of looking right with E. In this case it was demonstrating what would happen if the other arm could not aim left/right, but later I decided this should be the default behavior of an arm that cannot track the cursor, so that more firepower can focus instead on the primary reticule along with the torso weapons).

Also conjured were shield arm behaviors and a basic (deliberately( clumsy melee system based on the cockpit details from the TechManual. (Flick the switch for melee punch or kick and then aim the reticle. The 'wind up' before the blow is the warning that enemy mechs would get to attempt to dodge or deflect.) A lot of weight is thrown into melee, so missed strikes are very devastating to the user as such to reduce potential abuse.
But no, in MWO no such fix is going to happen.
Edited by Koniving, 21 December 2017 - 12:38 PM.
#6
Posted 21 December 2017 - 05:38 PM
#7
Posted 22 December 2017 - 02:10 AM
Koniving, on 21 December 2017 - 12:23 PM, said:
That should say something.
Mechs that are built for overwatch don't require high mounts, mechs built for trading shots do. This is why we see the Supernova with ERLLs and the Dragon with UAC2 spam in the tournaments, they just stand in one position of power at extended range acting as a sort of LMG support for the squad as the other members of the team move in a bit closer to trade shots.
#8
Posted 22 December 2017 - 02:57 AM
#9
Posted 22 December 2017 - 03:32 AM
Fluffy Kitten, on 20 December 2017 - 06:49 PM, said:
or is this game going to continue to be vacant from my computer....
It did not get fixed but PGI released a lot of mechs with high hardpoints since you last played though.
So you can simply ignore the ones with low arms and focus on the others instead.
#10
Posted 22 December 2017 - 05:36 AM
Dakota1000, on 22 December 2017 - 02:10 AM, said:
Mine on other hand has been brawling for years.
4 years ago.
3 years ago.
And for added pleasure.. One on one brawling while under fire from 5 other enemies between two Fangs, while using a STOCK FANG with no unlocks. When 8the "you don't self destruct at 101% heat" change first came in. Almost 5 years ago.
Back before instant convergence, as you can tell by weird laser cones and ballistics that fly off to space.
(And this isn't including more recent footage, such as my not yet uploaded HUD-less one v one between a Dragon and a Mad Dog and numerous others.)
Edited by Koniving, 22 December 2017 - 06:36 AM.
#11
Posted 26 December 2017 - 06:15 PM
Fluffy Kitten, on 20 December 2017 - 06:49 PM, said:
was incredibly disappointed on a competitive level,
i was wondering if they fixed that yet?
it was always incredibly stupid to me to have belly and belt level hardpoints, as well as guns on the arms/hands and the inability to raise the arms, so your mech just walked around arms at the hips shooting from his lowered arms. like why the **** even have arms on the thing, they served no purpose.
anyways
on a competitive gaming level, this was a huge problem, since it really limited the tactical movement of a hip shooting mech, as you had to fully crest a hill and skyline yourself in order to shot your weapon,
and anyone who has been shot at will tell you how retarrrded that is...
my question is, have they fixed it yet, so you can raise arms and shoot at eyeball level with an arm?
or is this game going to continue to be vacant from my computer....
I've been posting "Working Arm Actuators PLZ" in the PGI suggestion box forum for years.
pgi is not interested. I then woke up one day and realized this is not really a MechWarrior game--it's Shooty Tankbots Online.
Now I have fun playing with the tanks that have guns that look like arms, but those ain't arms.

#12
Posted 27 December 2017 - 12:32 AM
Koniving, on 21 December 2017 - 12:23 PM, said:
That should say something.
Koniving, on 22 December 2017 - 05:36 AM, said:
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