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Countdown To Blood Asp Release May 15Th


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#121 Vellron2005

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Posted 13 May 2018 - 11:10 PM

So.. here are my thoughts about the last changes and info on the Blood Asp..

1) It's nice to see that all the backlash we put out has bore fruit.. I see the gauss has been flipped and the shoulder cannons have been made symmetric. Yaaaay! I guess things are possible when you tweet Russ directly... Posted Image

The mech looks more bulky and compact now, which, despite popular vote about the shoulder cannons needing to stick out more, is good.. that means it will be more difficult to shoot them off.. and the Gauss barrels seem to be in line with the cockpit.. which is great for peeking..

Also I love the remarks about Mechwarrior's egos and looking good while dying.. those made me lol.

2) The Blood Asp is rated Division 1 - that puts it up against the most badass mechs in the game.. like the Annihilator.. So much is expected of it.. I was thinking it will be similar to the tanky Supernova, placed in D2, but alas.. I guess PGI expects it to be tanky A.F...

3) Quirks for the Blood Asp are out.. Right off the bat, I see some strange useless quirks.. like for instance, the Prime version gets missile velocity quirks.. and it has a single missile slot.. unlike the two ballistic slots that are it's main feature.. for which it gets no quirks.. (Gauss charge quirks would have been nice).. Also with all those energy slots.. why it's focusing on heavy lasers, when it also comes with medium pulse.. is beyond me..

All the other variants have some strange, mostly useless quirks.. and all of them come with extra XP quirks, while the most obviously needed armor and structure quirks for the STs and arms have not been added...

I guess the Devs think that high mounts somehow equal durability, and allow this mech to go toe-to-toe with a heavily armored ballistic Annihilator that is currently wrecking face in Solaris..

Strange thinking..

Edited by Vellron2005, 13 May 2018 - 11:35 PM.


#122 Audacious Aubergine

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Posted 14 May 2018 - 12:11 AM

View PostVellron2005, on 13 May 2018 - 11:10 PM, said:

3) Quirks for the Blood Asp are out.. Right off the bat, I see some strange useless quirks.. like for instance, the Prime version gets missile velocity quirks.. and it has a single missile slot.. unlike the two ballistic slots that are it's main feature.. for which it gets no quirks.. (Gauss charge quirks would have been nice).. Also with all those energy slots.. why it's focusing on heavy lasers, when it also comes with medium pulse.. is beyond me..


Their reasoning has been that quirks are intended to buff the most minimally numbered hardpoints on a given mech in order to encourage more people to think outside the box (read: intended use for the mech in the first place) and use them. Thus weird things like MG ROF quirks on a light mech that only has 2 ballistic hard points, or PPC velocity on something that could only realistically carry 1

#123 Lexandro Wolf

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Posted 14 May 2018 - 02:55 AM

The Blood Asp "Prime" has a missile quirk??? For one Streak laucher??? Serious???
PGI, do you know the Blood Asp's main weapon: ballistic???

#124 Thorn Hallis

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Posted 14 May 2018 - 03:04 AM

The quirks look like dartboard-choices.

#125 ilKhan_OrHan

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Posted 14 May 2018 - 03:41 AM

C-Bill bonus should be moved to A variant.

ST rail gun hardpoint locations should resemble concept art 100% with an additional hardpoint in rail gun mounting. This strikes balance between larger, easier to target hitbox and hardpoint practicality and functionality.

Edited by ilKhan_OrHan, 14 May 2018 - 03:41 AM.


#126 Kul Tigin

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Posted 14 May 2018 - 05:00 AM

So, we get the most ugliest Blood Asp, that has been made in video games. We told them to cut the gauss in half, they've shortened it completely. Maybe PGI's English is the Mars branch of the language or something, don't know. Good good, i will buy that Mech, but only to laugh my a.. of, while looking at it in the Mech Bay... i need to see these little tiny admirable gaussies.

#127 Grayson Sortek

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Posted 14 May 2018 - 05:21 AM

View PostBlockpirat, on 13 May 2018 - 12:19 AM, said:

Posted Image


So we all know that the ST cannon mounts are pretty ridiculous, but looking at this side by side brings up something that I feel is a little more important.

The 3D is THICC, like damn, look how wide those torsos are, it's going to be like shooting the broad side of a barn. Unless those big plates on the outsides of the ST cannons are the arms? I think I'm more worried about the hit-boxes than anything else.


*EDIT*
LMAO, I just went back to watch the (I think) updated camo video and I just realized that the camo patterns are all locked behind an MC paywall for the poor b*stard making the video. PGI, come on, give the poor guy/girl a break and unlock everything for them to show off. That just feels so wrong, I feel for them.

Edited by Grayson Sortek, 14 May 2018 - 05:46 AM.


#128 Jep Jorgensson

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Posted 14 May 2018 - 06:11 AM

Overall, the quirks suck a$$ though normal for Clan mechs, so sayeth almighty PGI.

#129 CK16

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Posted 14 May 2018 - 06:25 AM

Like you expected anything else? Thing has always been said to be the King of Meta....Last time an obvious strong Clan mech was released with to strong of quirks was the KDK...And we all know how that went.

#130 Antares102

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Posted 14 May 2018 - 10:31 AM

View PostJep Jorgensson, on 14 May 2018 - 06:11 AM, said:

Overall, the quirks suck a$$ though normal for Clan mechs, so sayeth almighty PGI.

I mean a clan assault with a lot of high mounts, good omni pods overall (except probably missile), 41 tons pod space, JJ and god damn FOCKING ECM does need some quirks... sure.

Edited by Antares102, 14 May 2018 - 11:14 AM.


#131 Orion ji

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Posted 14 May 2018 - 01:40 PM

View PostAudacious Aubergine, on 14 May 2018 - 12:11 AM, said:

(read: intended use for the mech in the first place)


Just look at the B &C. The B has 1 Ballistic and 4 energy, 2 Missile yet has Ballistic cooldown and Missile Velocity Quirks. Just by the weapon slots alone you can see it's a Laser/Missile boat whereas the C version is a ballistic boat with no ballistic quirks so why not have the B&Cs quirks switched to fit what is obvious to me the 'intended use for the mech in the first place'.

#132 Jay Leon Hart

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Posted 14 May 2018 - 01:44 PM

View PostOrion ji, on 14 May 2018 - 01:40 PM, said:

Just look at the B &C. The B has 1 Ballistic and 4 energy, 2 Missile yet has Ballistic cooldown and Missile Velocity Quirks. Just by the weapon slots alone you can see it's a Laser/Missile boat whereas the C version is a ballistic boat with no ballistic quirks so why not have the B&Cs quirks switched to fit what is obvious to me the 'intended use for the mech in the first place'.

To encourage players to use all the hardpoints, as opposed to just boating with the most prevalent ones, which we do already.

#133 Sevronis

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Posted 14 May 2018 - 02:03 PM

View PostAntares102, on 12 May 2018 - 01:58 PM, said:

Quirks (not that it will have any) and torso pitch/yaw angles plox PGI!



Are you one of those guys who chain fire 6 IS ML with 3 by 3?
Have seen that so many times and everytime it made me cringe.
You simply do NOT chainfire weapons when they don't generate GH when fired combined.


Just because you feel you have to fire them all at once, doesn't mean the rest of us has too. 6 ML at once is still a lot of heat buildup even without ghost heat. Though if I had 6, I may do 4/2 rather than 3/3. This way if my heat gets too high over time, I can let it cool off with using the smaller group. Depends on the mech and where those lasers are located.

#134 BTGbullseye

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Posted 14 May 2018 - 02:40 PM

View PostCK16, on 14 May 2018 - 06:25 AM, said:

Thing has always been said to be the King of Meta...

Only because some people are idiots... The arms are proof of the non-metaness of the mech.

#135 TankBadger42

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Posted 14 May 2018 - 03:42 PM

Love the concept, yet you totally killed it looks due to feedback? I guess the Night Star has someone to empathise with it now :/

#136 NocturnalBeast

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Posted 14 May 2018 - 04:59 PM

View PostTankBadger42, on 14 May 2018 - 03:42 PM, said:

Love the concept, yet you totally killed it looks due to feedback? I guess the Night Star has someone to empathise with it now :/


Yeah, the Nightstar would have been a much better Mech if they had kept the arms lower and tighter together like it originally was.

#137 Fox the Apprentice

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Posted 15 May 2018 - 04:51 AM

View PostEd Steele, on 14 May 2018 - 04:59 PM, said:


Yeah, the Nightstar would have been a much better Mech if they had kept the arms lower and tighter together like it originally was.

I disagree. The arms would have been low and still far out. Rotating them up a few more degrees barely added any horizontal distance between them (which was already a ridiculous amount), and got rid of a lot of the vertical distance between them and the cockpit.

#138 Daemonara

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Posted 15 May 2018 - 06:13 AM

Um, how come the A, B & C variants have no horizontal movement with their arms even though all variants have lower arm actuators? Posted Image

Edit: Nevermind, I had a big bowl of stupid for breakfast. Forgot it was an omni.

Edited by Daemonara, 15 May 2018 - 06:15 AM.


#139 Jep Jorgensson

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Posted 15 May 2018 - 07:21 AM

View PostCK16, on 14 May 2018 - 06:25 AM, said:

Like you expected anything else? Thing has always been said to be the King of Meta....Last time an obvious strong Clan mech was released with to strong of quirks was the KDK...And we all know how that went.

The KDK-3 did not have quirks originally. It was just really good by itself. So PGI hit it's torso twist limits with the nerf bat.

#140 Deus ex Inferus

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Posted 15 May 2018 - 03:00 PM

This is not how the Blood Asp is supposed to look. From the concept art to this.... PUT THE SHOULDER CANNONS ON!!! NOT THIS SAWED OFF BULL! I thought/hoped when Matt said they would fix the ST's, that was what was to be fixed... The general state of this game has just become more and more depressing despite the mad scramble to keep it alive with the new content. This is just sad.

Edited by Deus ex Inferus, 15 May 2018 - 03:13 PM.






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