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Blood Asp Shoulder Cannons


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#21 Battlemaster56

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Posted 26 February 2019 - 01:43 PM

View PostVonBruinwald, on 26 February 2019 - 12:41 PM, said:

I'm just happy they kept the blades available from MA2.

www.sarna.net/wiki/images/6/6d/Blood_Asp_2.jpgwww.sarna.net/wiki/images/6/6d/Blood_Asp_2.jpgPosted Image


I believe the blades are bolt on only, I would spend mc just to get them on my (S) variant, and ride while playing SoS Star Adder, I just cant be bother with the girl since it super fragile with them cannons.

#22 Gas Guzzler

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Posted 26 February 2019 - 01:44 PM

View PostAngel of Annihilation, on 26 February 2019 - 01:29 PM, said:

Instead of the nice compact shoulder pods that were clearly better from the terms of durability and survivabiliy, the "Looks Good" community whined and cried until PGI caved and give it humongous shoulder hit boxes.


What's funny is the current iteration doesn't really look that good. They look awkwardly large. From a purely aesthetic point of view, they should be slightly shorter.

#23 Nightbird

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Posted 26 February 2019 - 02:18 PM

There's 0 chance that PGI is touching this again, I'm assuming you didn't spend money on it so take it as it is :D

#24 Gas Guzzler

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Posted 26 February 2019 - 02:37 PM

View PostNightbird, on 26 February 2019 - 02:18 PM, said:

There's 0 chance that PGI is touching this again, I'm assuming you didn't spend money on it so take it as it is Posted Image


Posted Image

#25 Jackal Noble

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Posted 26 February 2019 - 04:56 PM

View PostNightbird, on 26 February 2019 - 02:18 PM, said:

There's 0 chance that PGI is touching this again, I'm assuming you didn't spend money on it so take it as it is Posted Image

Right, but I did.

#26 Maddermax

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Posted 26 February 2019 - 06:00 PM

“PGI should listen to the community!”

“PGI did listen to the community.”

“No, not *that* part of the community!”

The Blood Asp is a decent assault, ECM and high mounts and clan tech make it competitive, and better than many other assaults. I swear, unless they release a new Madcat II-B, Slipnjr or Scorch, people will complain it’s unusable. People are just touchy when things they want to be OP come out only about average. People then complain about power creep if something that competes with the top few is actually released.

I’m kind of glad PGI doesn’t do everything the community asks, because on most issues it’s quite schizophrenic and fickle.

Edited by Maddermax, 26 February 2019 - 06:13 PM.


#27 Thorn Hallis

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Posted 26 February 2019 - 06:16 PM

Sold all my Blood Asps after the last change. Wasted money for sure, but hey, what was I expecting.

#28 Nightbird

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Posted 26 February 2019 - 06:20 PM

View PostJackal Noble, on 26 February 2019 - 04:56 PM, said:

Right, but I did.


Then you're happy with it? I wasn't and I refunded, no harm done.

#29 GeminiWolf

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Posted 26 February 2019 - 07:15 PM

OMG HaHaHaHAHa!!! Oh wait you are being serious with this whine.

#30 Vellron2005

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Posted 27 February 2019 - 01:12 AM

View PostGas Guzzler, on 26 February 2019 - 12:18 PM, said:



Posted Image



Basically - THIS.

#31 LDTorroc

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Posted 27 February 2019 - 01:23 AM

View PostVonBruinwald, on 26 February 2019 - 12:41 PM, said:

I'm just happy they kept the blades available from MA2.

www.sarna.net/wiki/images/6/6d/Blood_Asp_2.jpgwww.sarna.net/wiki/images/6/6d/Blood_Asp_2.jpgPosted Image


Sadly that version of the Blood asp is from MA2 with is non-cannon. The weapons on its shoulders? those are Plasma PPC's with are lostech. The blades you see? those are plasma emitters with would create the plasma to be then launched by the ppc behind it.

#32 Sjorpha

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Posted 27 February 2019 - 01:24 AM

Well, huge barrels or not the mech still happens to be very strong. Sometimes used in comp and one of the best assaults for both QP and faction play. It doesn't really need any help.

#33 Phoenix Lead

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Posted 27 February 2019 - 01:40 PM

Interesting, I'm actually rather laughing at some of the responses...

Basically you guys want high up mounts, without them being obvious to shoot at... So you want your cake, and to eat it too.

There has to be SOME downside to the mech, if you face tank, it has a wide profile, if you side strafe, it has a slender profile, but pronounced weapon pods that are easy to hit... that's your trade off for having high mounted weapon points.

I find it funny some of you don't even consider that fact.

#34 Battlemaster56

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Posted 27 February 2019 - 02:32 PM

View PostPhoenix Lead, on 27 February 2019 - 01:40 PM, said:

Interesting, I'm actually rather laughing at some of the responses...

Basically you guys want high up mounts, without them being obvious to shoot at... So you want your cake, and to eat it too.

There has to be SOME downside to the mech, if you face tank, it has a wide profile, if you side strafe, it has a slender profile, but pronounced weapon pods that are easy to hit... that's your trade off for having high mounted weapon points.

I find it funny some of you don't even consider that fact.


You assume that about people, but fact is the BAS orginal model was better, and not a walking coffin with those ST's being the easiest things to shoot with the cannons jutting out like a flagpole.

And trade off, laughable mate mechs don't need trades when everybody can tell how a mech perform through the amount of hp's, location of said hp's, mech geo, etc, etc. And simply waiting for any mech stats that comes out.

#35 Nightbird

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Posted 27 February 2019 - 02:36 PM

Yep, most prior art has ST pods about 1/2 to 1/3 the height of the ST. PGI is over 3/4.

Edited by Nightbird, 27 February 2019 - 02:36 PM.


#36 Jay Leon Hart

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Posted 27 February 2019 - 03:10 PM

View PostPhoenix Lead, on 27 February 2019 - 01:40 PM, said:

Interesting, I'm actually rather laughing at some of the responses...

Basically you guys want high up mounts, without them being obvious to shoot at... So you want your cake, and to eat it too.

Some of us just want the 'mech that was actually released as a "finished product" instead of this mess that, let's be honest, doesn't match the concept art *OR* the TRO art. It's the worst of both worlds.

#37 Khobai

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Posted 27 February 2019 - 03:54 PM

I feel the problem runs much deeper then the Blood Asp because the Blood Asp is certainly not the only mech with geometry issues. The truth is geometry of mechs really should not matter as much as it does. I dont think its right that certain mechs get relegated to being useless because of their bad geometry and PGI's unwillingness to fix them.

PGI should fix the problem with a wholly different approach. Mechs should just have one single hitbox (with weighted RNG determining the location hit just like in battletech). That would get rid of the entire geometry problem once and for all. Mechs would no longer be punished as much for having bad geometry or badly proportioned hitboxes.

I mean what does being able to aim at specific locations really add to the game anyway? It doesnt add any real depth to the game because most of the time theres always a single best location to target on a mech anyway. Being able to choose between shooting different locations when one location is clearly optimal is merely the illusion of choice if you think about it.

Also Targeting computers could also be changed so they select locations and alter the RNG weighting so the selected locations get hit more often (with the higher level TCs shifting the percentages more). Targeting computers would actually do what theyre supposed to then: help you hit specific locations more often.

It would also allow us to get rid of ghost heat once and for all. Since multi-weapon alphas would have their damage split up across multiple locations. Pinpoint alphas have always been broken in MWO, and a blight on the game, and as long as they exist it necessitates the need for a dumb artificial limiter like ghost heat, which everybody hates. We could also probably get rid of double armor/structure then which would help make weapons like the AC20/Heavy Gauss as lethal and scary as they rightfully should be; the huge amount of tonnage/crits slots they take up would be justified then.

Edited by Khobai, 27 February 2019 - 04:17 PM.


#38 TELEFORCE

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Posted 27 February 2019 - 06:44 PM

View PostJay Leon Hart, on 27 February 2019 - 03:10 PM, said:

Some of us just want the 'mech that was actually released as a "finished product" instead of this mess that, let's be honest, doesn't match the concept art *OR* the TRO art. It's the worst of both worlds.


This so much. That's a good way to put it. IMO MekTek made the best in-game Blood Asp model.

#39 RickySpanish

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Posted 27 February 2019 - 06:48 PM

View PostKhobai, on 27 February 2019 - 03:54 PM, said:

I feel the problem runs much deeper then the Blood Asp because the Blood Asp is certainly not the only mech with geometry issues. The truth is geometry of mechs really should not matter as much as it does. I dont think its right that certain mechs get relegated to being useless because of their bad geometry and PGI's unwillingness to fix them.

PGI should fix the problem with a wholly different approach. Mechs should just have one single hitbox (with weighted RNG determining the location hit just like in battletech). That would get rid of the entire geometry problem once and for all. Mechs would no longer be punished as much for having bad geometry or badly proportioned hitboxes.

I mean what does being able to aim at specific locations really add to the game anyway? It doesnt add any real depth to the game because most of the time theres always a single best location to target on a mech anyway. Being able to choose between shooting different locations when one location is clearly optimal is merely the illusion of choice if you think about it.

Also Targeting computers could also be changed so they select locations and alter the RNG weighting so the selected locations get hit more often (with the higher level TCs shifting the percentages more). Targeting computers would actually do what theyre supposed to then: help you hit specific locations more often.

It would also allow us to get rid of ghost heat once and for all. Since multi-weapon alphas would have their damage split up across multiple locations. Pinpoint alphas have always been broken in MWO, and a blight on the game, and as long as they exist it necessitates the need for a dumb artificial limiter like ghost heat, which everybody hates. We could also probably get rid of double armor/structure then which would help make weapons like the AC20/Heavy Gauss as lethal and scary as they rightfully should be; the huge amount of tonnage/crits slots they take up would be justified then.


Sir! Your post is currently rated 10/10, please let me make it an 11/10 with this one simple addition:

View PostKhobai, on 27 February 2019 - 03:54 PM, said:


(Total and absolute insanity)

... And anyway, then Adolf said to me "Vy don't ve also make ze game ein turn bazed shooter, ja?" And I thought to myself, why not? I mean, the rest of his suggestion was so completely insane, why not implement the entire solution?


Ahh, there we go: The perfect post.



#40 TELEFORCE

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Posted 27 February 2019 - 06:53 PM

View PostKhobai, on 27 February 2019 - 03:54 PM, said:

I feel the problem runs much deeper then the Blood Asp because the Blood Asp is certainly not the only mech with geometry issues. The truth is geometry of mechs really should not matter as much as it does. I dont think its right that certain mechs get relegated to being useless because of their bad geometry and PGI's unwillingness to fix them.

PGI should fix the problem with a wholly different approach. Mechs should just have one single hitbox (with weighted RNG determining the location hit just like in battletech). That would get rid of the entire geometry problem once and for all. Mechs would no longer be punished as much for having bad geometry or badly proportioned hitboxes.

I mean what does being able to aim at specific locations really add to the game anyway? It doesnt add any real depth to the game because most of the time theres always a single best location to target on a mech anyway. Being able to choose between shooting different locations when one location is clearly optimal is merely the illusion of choice if you think about it.

Also Targeting computers could also be changed so they select locations and alter the RNG weighting so the selected locations get hit more often (with the higher level TCs shifting the percentages more). Targeting computers would actually do what theyre supposed to then: help you hit specific locations more often.

It would also allow us to get rid of ghost heat once and for all. Since multi-weapon alphas would have their damage split up across multiple locations. Pinpoint alphas have always been broken in MWO, and a blight on the game, and as long as they exist it necessitates the need for a dumb artificial limiter like ghost heat, which everybody hates. We could also probably get rid of double armor/structure then which would help make weapons like the AC20/Heavy Gauss as lethal and scary as they rightfully should be; the huge amount of tonnage/crits slots they take up would be justified then.


I think that's a really interesting idea. Probably won't happen until Mechwarrior VIII, I imagine.





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