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Blood Asp Pre-Order Is Here!


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#141 Koniving

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Posted 02 February 2018 - 08:46 AM

View PostAnavel Gato2, on 02 February 2018 - 07:10 AM, said:


The Kodiak has a 1 to 5 designation, the Marauder IIC an A to D designation, the Supernova a 1, 3 A and B variant....
that "prime" and that "max engine rating" are the clearest indicator up to now, thks.

http://www.sarna.net...i/Mad_Cat_Mk_II
A, B, etc. is made up.
http://www.sarna.net/wiki/Marauder_IIC
A - D and S are made up.

Kodiak has a canonical 1-5 designation.

Blood Asp doesn't have variants, it has "Alt Cfg", in other words, it is an Omnimech.
http://www.sarna.net/wiki/Blood_Asp

#142 Hit the Deck

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Posted 02 February 2018 - 08:46 AM

View PostKoniving, on 02 February 2018 - 08:42 AM, said:

Vote now, what walk will we see?

King Crab/Stalker/Night Star?

Would be the first Clan mech to use it.

Dire Wolf / Warhawk?

Timber Wolf / Cataphract?

It'd be hilarious if it got the Locust/Adder/Kit Fox/Raven+ walk.

MCII walk.

#143 Koniving

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Posted 02 February 2018 - 08:58 AM

View PostHit the Deck, on 02 February 2018 - 08:46 AM, said:

MCII walk.

If I'm not mistaken, that's the same as the Crab, the Huntsman, the Uziel, and the Artic Wolf.

And in your own words, was ugly.

#144 -Spectre

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Posted 02 February 2018 - 09:04 AM

View PostOdanan, on 01 February 2018 - 11:33 AM, said:

It's an omnimech, meaning that, except for the CT, you can replace the omnipods in your hero.


The ECM hardpoints are in the CT...

#145 Hit the Deck

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Posted 02 February 2018 - 09:06 AM

View PostKoniving, on 02 February 2018 - 08:58 AM, said:

If I'm not mistaken, that's the same as the Crab, the Huntsman, the Uziel, and the Artic Wolf.

And in your own words, was ugly.

PGI slapped the Direwolf walk animation on it at first but since has improved it somewhat. I'm not sure if the new MCII walk is of those 'mechs you listed but PGI said that they repaired it (they did though it's not the best).

Edited by Hit the Deck, 02 February 2018 - 09:08 AM.


#146 Koniving

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Posted 02 February 2018 - 09:55 AM

View PostHit the Deck, on 02 February 2018 - 09:06 AM, said:

PGI slapped the Direwolf walk animation on it at first but since has improved it somewhat. I'm not sure if the new MCII walk is of those 'mechs you listed but PGI said that they repaired it (they did though it's not the best).

It could be. I don't own one. Do you have one?

If so I could film its walk (and if you have the Crab/Uziel/etc. or the Dire Wolf/Warhawk I could film those and we can deduce which walk it is using).

Somewhat fun, sometimes PGI does something half-smart and mixes walk and 'run' animations. Sometimes. Commando is one such example, it uses the Atlas walk and the Jenner run.

#147 Koniving

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Posted 02 February 2018 - 09:59 AM

View PostBishop Six, on 02 February 2018 - 08:46 AM, said:

So we get a slow walking house with ****** hitboxes...Clan gets a high-mount-ecm-JJ-assault with 65 kph + ....uhm ok...no thanks.

A shame we're not using canonical sizes.
Slow walking brick house would be 11 meters tall. Blood ASP would be closer to 12.8 meters.

(Fun to note: MWO's Hunchback is 13.6 meters tall.... approximately the height of Battletech's Atlas... Hunchback's notoriously short and stocky in BT, which is why the shoulder is so bulky and the ammunition is stored externally in a drum. Drum has a skull and crossbone symbol in that image. Pilots depicted inside the cockpit are barely visible chest-up at the bottom of the glass pane, meaning the 'head' is pretty small, with space behind and below the seat for a sleeping mat, storage, etc.)

Edited by Koniving, 02 February 2018 - 10:04 AM.


#148 -Ramrod-

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Posted 02 February 2018 - 10:32 AM

Gotta say I'm more of a fan of the art in the technical readout (3060 I think?).

Also was tinkering with a build. 2 LB-20x's with 7 tons of ammo, 4 heavy mediums, ECM, 1 JJ, and 15-16 double heatsinks. Sound any decent?

Edited by -Ramrod-, 02 February 2018 - 10:33 AM.


#149 Magam Flamesmith

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Posted 02 February 2018 - 10:47 AM

View PostKoniving, on 02 February 2018 - 09:59 AM, said:

A shame we're not using canonical sizes.
Slow walking brick house would be 11 meters tall. Blood ASP would be closer to 12.8 meters.

Yeah a real shame.

Good thing people are already rushing to use the smaller mechs over the bigger ones.
Let's nerf them HARD by making them about the same height as the bigger ones as well!

That will go over REALLY well, won't it?

#150 Kargush

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Posted 02 February 2018 - 10:47 AM

Nice to see some ilClan love.

#151 Koniving

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Posted 02 February 2018 - 10:58 AM

View PostMagam Flamesmith, on 02 February 2018 - 10:47 AM, said:

Yeah a real shame.

Good thing people are already rushing to use the smaller mechs over the bigger ones.
Let's nerf them HARD by making them about the same height as the bigger ones as well!

That will go over REALLY well, won't it?

You'd be surprised. Mind you all the mechs would generally be smaller and much harder to hit at long ranges. Unfortunately we couldn't balance the game by that, as factors of canonical mech sizes include: Actual armor in use, equipment and weapons, structure and armor types. (Endo steel and ferro makes things bulkier as do double heatsinks. Bulky weapons as well. Does your Shadowhawk only have the armor of a Locust as is stock... well there's a reason why the "old" Shadowhawks are pretty small.)
Posted Image

But yes, we wouldn't be able to balance like that without redoing MWO from the ground up. Sadly PGI isn't doing that with MW5, either. although to balance out stock mechs and such that is almost a necessity...

#152 tingod

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Posted 02 February 2018 - 11:00 AM

Now i want a hauptmann ;p.

#153 Grey Death Storm

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Posted 02 February 2018 - 11:06 AM

Blood Asp wheres the hyper Guass rifle didnt the Blood Asp Come with Hyper Guass

#154 Magam Flamesmith

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Posted 02 February 2018 - 11:10 AM

View PostKoniving, on 02 February 2018 - 10:58 AM, said:

I have chosen to completely ignore the fact that shrinking the size of the light mechs has done more to increase the number of them played than literally anything else

The only other thing to come even close was the quirkening, one of the most complained about and hated parts of this game.


Enjoy your echo chamber dude.

#155 -Ramrod-

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Posted 02 February 2018 - 11:12 AM

View PostGrey Death Storm, on 02 February 2018 - 11:06 AM, said:

Blood Asp wheres the hyper Guass rifle didnt the Blood Asp Come with Hyper Guass



I looked in the Technical Readout and I didn't see any variants mentioned with the HAGs.

#156 Grey Death Storm

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Posted 02 February 2018 - 11:28 AM

View Post-Ramrod-, on 02 February 2018 - 11:12 AM, said:



I looked in the Technical Readout and I didn't see any variants mentioned with the HAGs.


6 month back sommeone on this fourm told me that Blood Asp had Hyper Guass

#157 Arcanoz

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Posted 02 February 2018 - 11:39 AM

stop selling TON of mechs..and fix this game...banana devs

#158 Varkh

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Posted 02 February 2018 - 11:53 AM

nice design but...

not going to buy anymore Clan-Mechs....
the risk that upcoming nerfs make them obsolete is far to high and just looking good on the battlefield is not worth the money

#159 Sniper09121986

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Posted 02 February 2018 - 11:55 AM

View PostGrey Death Storm, on 02 February 2018 - 11:06 AM, said:

Blood Asp wheres the hyper Guass rifle didnt the Blood Asp Come with Hyper Guass

View Post-Ramrod-, on 02 February 2018 - 11:12 AM, said:

I looked in the Technical Readout and I didn't see any variants mentioned with the HAGs.


You mean http://www.sarna.net..._Gauss_Rifle_40 which is present in G config but cannot be recreated in MWO, since we have no crit splitting. Sauce: Record Sheets 3060.

Edited by Sniper09121986, 02 February 2018 - 11:55 AM.


#160 Pz_DC

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Posted 02 February 2018 - 12:48 PM

Pure "pay2win". Uberimba "overhead" hardpoints, ecm, decent speed (64kmph...as fast as well-armed VTR...), 512 ES armor... While KDK was just best of assaults this thing going to be "ultimate mech"... Well done PGI, after adding Fafnir to balance KDK you add overpowered clan mech... **** balance, **** old "weak" chassis, let's go "new=best" way, its much more easy then balance existed ones... Blood Asp absolutely ended my enthusiasm - since project start you do only cosmetic changes and more and more ignoring balance.... Well done!

Edited by Unnatural Selection, 02 February 2018 - 12:51 PM.






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