The King Crab needs to make an appearance!
#61
Posted 27 March 2013 - 07:11 PM
#63
Posted 27 March 2013 - 07:14 PM
syngyne, on 27 March 2013 - 07:11 PM, said:
Yes, but if they really wanted to, they could just remove the lower arm actuator on each side a la JagerMech/YLW and it'd fit. Not 100% TRO accurate, but that's a price I'd gladly pay.
#64
Posted 27 March 2013 - 07:19 PM
#65
Posted 27 March 2013 - 07:26 PM
but i want more maps before i want more mechs and i understand and all, pgi is a small company whatevs, then i would rather them focus their limited resources on map making~~~
#66
Posted 27 March 2013 - 07:26 PM
valkyrie, on 27 March 2013 - 07:14 PM, said:
Or the vertical-motion (upper, presumably) actuator, since it looks largely like the arms are under the King Crab's torso, so you'd end up with lateral motion in the arms, but limited to torso for vertical. Maybe if we get the KGC-001 they can put the actuator back in for that one (dual gauss sniper variant) so we have at least one option with.
#67
Posted 27 March 2013 - 07:29 PM
#68
Posted 27 March 2013 - 07:33 PM
#69
Posted 27 March 2013 - 07:33 PM
Edited by armyof1, 27 March 2013 - 07:34 PM.
#70
Posted 28 March 2013 - 02:49 AM
anyway, so is it heavily armored? how many weapon hard points is it?
i noticed both the kc and the atlas where asked for by the same general, might be similiar
#71
Posted 28 March 2013 - 02:58 AM
gregsolidus, on 25 July 2012 - 09:19 PM, said:
Look. Just look at the GLORIOUS piece of arse... I mean mech...
If I'm not mistaken, that drawing is done by Alex himself, so that is a good indication of what the King would look like. And boy does it raise my flagpole.... Well above half mast.
Also... CRAB BATTLE
Edited by Lt XKalibur, 28 March 2013 - 03:06 AM.
#72
Posted 28 March 2013 - 03:02 AM
valkyrie, on 27 March 2013 - 07:14 PM, said:
Yes, but if they really wanted to, they could just remove the lower arm actuator on each side a la JagerMech/YLW and it'd fit. Not 100% TRO accurate, but that's a price I'd gladly pay.
True. It's not like it could use them for anything useful in M:WO. (Can it use it for anything useful in TT?)
Or just make it a special mech that has one slot more in the arms and one less in the side torso. (Of course, maybe such a twist could be giant nightmare to implement, if crits are hard-coded right now..)
Edited by MustrumRidcully, 28 March 2013 - 03:05 AM.
#73
Posted 28 March 2013 - 03:08 AM
#74
Posted 28 March 2013 - 03:11 AM
Bishop Steiner, on 25 July 2012 - 06:53 PM, said:
We do need ballistic hardpoints, but I think we can find many, many better equiped ones. The base KC has only 5 shots perc AC, and 8 for it's LRM rack. That means in 60 seconds of fighting, you are in a 100 ton, slow moving target with only a large laser to defend yourself.
True, we will probably be able to modify it to rectify that, but if one uses an Annihilator, Mauler, Banshee-S, Cyclops, Highlander or such, you get your ballistics in a package that is much better designed from the start, and that doesn't look horrendously dumb in the process.
Call me biased, but I would take this over the KC any day
and if non-humanoid is a must, I am almost done with a redesign on the Goliath to post on here.....
I.WANT.THAT ANNI!
Oh my gosh, I always HATED the TRO Annihilator design, but this is absolutely glorious, bishop!
Is this done by you?
if so, MAD props man, MAD props. We need this in the game ASAP!
#75
Posted 28 March 2013 - 03:19 AM
Chair Jockey, on 15 August 2012 - 04:05 PM, said:
IIRC in a recent ask the devs they stated that they dont plan on introducing quad mechs.
Edited by Erasus Magnus, 28 March 2013 - 03:20 AM.
#76
Posted 28 March 2013 - 03:19 AM
Bishop Steiner, on 25 July 2012 - 06:53 PM, said:
Wow... that is f*cking god-tier work Bishop! I always hated the look of the annihilator but you've managed to make it look, well, smexy! Still prefer the King Crab though
#77
Posted 28 March 2013 - 03:20 AM
#79
Posted 01 April 2013 - 06:26 AM
#80
Posted 01 April 2013 - 06:30 AM
King Crab needs on the list, but not next to me.
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