The Vapor Eagle's Secret Shame?
#41
Posted 17 November 2018 - 06:43 PM
Build does get toasty after 2 or 3 alpha's.
#42
Posted 17 November 2018 - 07:39 PM
3 is 3HML with 3 ASRM6. Also lots of fun.
I love the jump jets, but without good arm weapons you don't have enough pitch to jump brawl. In no time you are way above enemies. I might pick up the reinforcements just so when I jump over enemies I can still rain doen missiles and lasers onto their heads.
#45
Posted 18 November 2018 - 11:57 AM
I thought they were buffing jump-jets?
#46
Posted 18 November 2018 - 12:02 PM
Shanrak, on 14 November 2018 - 01:01 PM, said:
ohhh, I did not know this. I think Piranha should just scrap the re-size formula, it obviously is not correct if a 55 tonner is bigger than a 80 tonner. I don't care what the math says, mediums are always smaller than assaults. Says so in BattleTech anyway. No wonder the Vapor eagle can't defend itself from the small mechs that mediums are supposed to be ideal for killing.
Back to the drawing board. Open a can of rocket-science or something.
Edited by Lightfoot, 18 November 2018 - 12:04 PM.
#47
Posted 18 November 2018 - 12:42 PM
#48
Posted 18 November 2018 - 01:01 PM
Shanrak, on 14 November 2018 - 01:01 PM, said:
Also, if the Vapor Eagle is going to be so large in MWO, it should be as agile as a Light mech with the very best torso mobility including pitch, which the Vapor Eagle is seriously deficient in. There has to be some enormous compensation for the thing being larger than an Awesome, but only 55 tons. Otherwise why would they have made it so large? (just assuming Clan mech designers were subject to logical thought I mean).
#49
Posted 18 November 2018 - 01:07 PM
Lightfoot, on 18 November 2018 - 01:01 PM, said:
I'm pretty sure it's just PGI's chosen volumetric equation. It completely screws over specific types of geometry shapes compared to others. It's just another casualty in the crusade for uniformity and Normalization.
#50
Posted 18 November 2018 - 01:16 PM
Racerxintegra2k, on 15 November 2018 - 06:45 AM, said:
All humanoid 55t tonners are pretty much the same size. Humanoid 50t mechs and 45t mechs are a tiny bit smaller.
Some mechs can be shorter than others due to very thick legs and boxy torsos (Hellbringer, Summoner, Thunderbolt, Cataphract) while mechs with very thin legs and low torso "depth" tend to be taller (Grasshopper). Vapor Eagle is not an outlier by any means.
#51
Posted 18 November 2018 - 03:18 PM
#52
Posted 18 November 2018 - 03:23 PM
Shanrak, on 14 November 2018 - 01:01 PM, said:
That color scheme...
"It is a loathsome, offensive brute. Yet I can't look away...”
...mainly because I don't want to be unable to return fire.
Edited by gooddragon2, 18 November 2018 - 03:24 PM.
#53
Posted 18 November 2018 - 03:47 PM
I definitely feel a difference with the jump jets compared to say the griffin; I hope those quirks make their way to other existing chassis eventually.
#54
Posted 18 November 2018 - 07:02 PM
Lightfoot, on 18 November 2018 - 11:57 AM, said:
I thought they were buffing jump-jets?
5-10 sec is...
An awfully long time. Most mechs can tear off a medium's leg in one good alpha.
#55
Posted 18 November 2018 - 07:22 PM
Shanrak, on 14 November 2018 - 01:01 PM, said:
... My 35 ton Wolfhound is eye level, cockpit to cockpit with the Awesome.
So is my Wolfhound super big? No, they made the Awesome the smallest assault in the game in a attempt to make up for the mech having the worse hitboxes in the game without having to remodel the entire mech on drasticly changing the hit box system.
If you want to get super meta; the original artwork for Battletech depicted little difference in size between weight classes, the difference in mass came from the armor, weapons and such. That's why a level one building is only partial cover for ether a Atlas or a Locust. The depiction of scale changed as the game went on but it only really hurts in MWO because the game uses the same hit box mechanic from the earliest incarnation and that doesn't do bod well with the current pixel count and particle mechanics. Thus= they made the Awesome 50% smaller (thus smaller hit boxes... it really needs a remodel) which only makes every other mech looks bad (people first screamed the Wolfhound was dead right after the re-scale)
#56
Posted 18 November 2018 - 09:01 PM
Might die in a ball of fire. I'll find out when I get off of work tomorrow.
Otherwise 7 Medium Pulse will be the standard.
Also you guys really should put the Veagle next to some assaults other than the Awesome.
Edited by LT. HARDCASE, 18 November 2018 - 09:03 PM.
#57
Posted 18 November 2018 - 11:24 PM
Oddly enough the Vapes is smaller than the Commando. Like significantly.
#58
Posted 19 November 2018 - 04:35 AM
Steel Raven, on 18 November 2018 - 07:22 PM, said:
... My 35 ton Wolfhound is eye level, cockpit to cockpit with the Awesome.
So is my Wolfhound super big? No, they made the Awesome the smallest assault in the game in a attempt to make up for the mech having the worse hitboxes in the game without having to remodel the entire mech on drasticly changing the hit box system.
The only reason the wolfhound makes up for it is having some serious armor quirks, take those away and its just another useless oversized light mech.
The vape should be only slightly bigger in size to the bushwacker x2 (same tons/agility, no armor quirks but has clan tech), which would put it at roughly the same height of the awesome.
Edited by Shanrak, 19 November 2018 - 04:35 AM.
#59
Posted 19 November 2018 - 07:05 AM
#60
Posted 19 November 2018 - 07:09 AM
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