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Blood Asp Fixes Revealed.


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#1 CK16

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Posted 17 May 2018 - 02:56 PM

Posted Image

https://twitter.com/...247061559984129

#2 Vanguard836

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Posted 17 May 2018 - 02:59 PM

Love it !

#3 Jay Leon Hart

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Posted 17 May 2018 - 03:16 PM

Well ****...

Oh well, I guess it does looks nicer, even if that means I won't be playing it that much after the "fix" Posted Image

Welcome to the Uziel pile, Blood Asp!

#4 Ripper X

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Posted 17 May 2018 - 03:50 PM

Barrel slightly too long and sitting far too high. You will be taking damage peaking before you can see the enemy. Also convergence with the all energy left torso will not be as good now.

Edited by Ripper X, 17 May 2018 - 03:52 PM.


#5 Nightbird

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Posted 17 May 2018 - 03:57 PM

Hurrah!

#6 Star Colonel Silver Surat

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Posted 17 May 2018 - 04:01 PM

View PostJay Leon Hart, on 17 May 2018 - 03:16 PM, said:

Well ****...

Oh well, I guess it does looks nicer, even if that means I won't be playing it that much after the "fix" Posted Image

Welcome to the Uziel pile, Blood Asp!


Performance wise the Asp was already inferior in every possible way to the Mad Cat II other than ECM.

At least now, it looks good.

Nice recovery, PGI.

Edited by Star Colonel Silver Surat, 17 May 2018 - 04:02 PM.


#7 Nightbird

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Posted 17 May 2018 - 04:04 PM

View PostStar Colonel Silver Surat, on 17 May 2018 - 04:01 PM, said:


Performance wise the Asp was already inferior in every possible way to the Mad Cat II other than ECM.

At least now, it looks good.

Nice recovery, PGI.


Exactly, I will definitely admire it's looks a lot more, from the outside. Any news on the waddle?

#8 Champion of Khorne Lord of Blood

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Posted 17 May 2018 - 04:05 PM

So they're making the exposed hitboxes even more exposed and easier to hit. Darn, I was just feeling that it had some pretty decent hitboxes when it game to spreading damage and thought it looked fine anyway.

#9 Vanguard836

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Posted 17 May 2018 - 04:09 PM

View PostNightbird, on 17 May 2018 - 04:04 PM, said:


Exactly, I will definitely admire it's looks a lot more, from the outside. Any news on the waddle?


Nope, though personally the waddle I don't mind as much...maybe a reduction by a slight percentage. Definitely has a distinct gate to it which isn't bad.

View PostCK16, on 17 May 2018 - 02:56 PM, said:



Heck they even added the targeting modules next to the pods ! Details woot !

#10 IIXxXII

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Posted 17 May 2018 - 04:22 PM

Do gauss rifles still explode like firecrackers on the 4th of july?

I fail to understand the enthusiasm behind having larger exploding objects to target.

Posted Image

#11 Kanil

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Posted 17 May 2018 - 04:30 PM

I guess I'll appreciate it being easier to kill.

#12 SPNKRGrenth

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Posted 17 May 2018 - 04:38 PM

GREAT, Blood Asp is getting nerfed already, and I know it's not gonna get any ST structure quirks to make up for it. We don't need a Timber Wolf 2.0 just for the sake of making the mech 3% prettier to some people. Those giant ears are gonna make the mech much easier to kill, just like every other mech with giant ears. Going from small shoulder bumps to tall "shoot here" signs is gonna really suck. Did no one learn from the Nightstar's arms getting "fixed" so the arm mounts are stupidly far apart?

And saying the Blood Asp is already worse than the Mad Cat Mk2 is a terrible excuse to nerf its hitboxes at all when it's not needed. How about we nerf the Spider more too since it's not as good as the Wolfhound, because that makes sense right?

This isn't like some earlier MechWarrior games where i believe big weapon ears could get shot off without destroying the whole side torso, such as the Mad Cat missile pods. Making the shoulder pods stick up higher and protrude out longer is only going to add easy mode targets for ST destruction.

#13 CK16

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Posted 17 May 2018 - 04:54 PM

I highly doubt it will kill the mech. The mech is pretty viable with good pod space, loadouts, and it's engine size is For the most part pracricle. It also lands a fan favorite category so it will be popular like the Atlas. I see it playing out very similar to the Ebon Jaguar/Hellbringer.

#14 Stridercal

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Posted 17 May 2018 - 04:57 PM

Boom goes the gauss rifle!

#15 ChapeL

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Posted 17 May 2018 - 05:04 PM

Should also use that time to give its pelvis some sway so it moves a bit more smoothly.

#16 eminus

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Posted 17 May 2018 - 05:06 PM

people will be shy to shoot that mech now since it looks good... I only shoot fugly mech like the Nightstar

#17 ANOM O MECH

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Posted 17 May 2018 - 05:16 PM

So people petitioned to make the mech worse.

Bravo community, bravo.

#18 FupDup

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Posted 17 May 2018 - 05:25 PM

Let's not pretend like this mech was any level of durable before the change anyways. I only played two matches since its release (to get the Assault Day event done) and I didn't have any issues isolating the hitbox I wanted to tear out. The majority of Clan assault mechs are balanced by their fragility since they have such high potential firepower.

I'm not saying the BAS is perfectly in-line with the others right now, rather that you might want to recheck your expectations.

#19 Luminis

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Posted 17 May 2018 - 05:30 PM

"Nice, they adjusted the model for playability and avoided giving it completely stupid hit boxes!"

Well, can't have nice things, I guess. Longer barrels I could've dealt with, but putting them higher as well... Ugh.

Incoming mass refund requests the week after the change goes live? :P



#20 Ruccus

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Posted 17 May 2018 - 05:37 PM

I think it looks good, though I'd like to see the housings shrunk vertically a bit. You can see in the concept art the sensor at the back of the left torso housing has very little space between it and the mounting point to the shoulder, while in the new graphic there is a significant gap because the housing is much taller. Shrink that down to the concept art and it'll be perfect.





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