

Vehicles In Mw5
#21
Posted 08 December 2019 - 01:36 PM
#22
Posted 08 December 2019 - 01:56 PM

#23
Posted 08 December 2019 - 10:22 PM
Jackal Noble, on 08 December 2019 - 01:30 PM, said:
If it is the anhur, then it is a Clan VTOL.
Jackal Noble, on 08 December 2019 - 01:35 PM, said:
And that Igor is what the mw5 Igor looks like...but it's a non-commercial license for private use... so then was it acquired with a commercial license or stolen for the purpose of mw5? Because that could put it in hot water.
Edit... The upload date makes it pretty clear it was uploaded post post-beta release so someone ripped it from mw5.
Edited by Koniving, 08 December 2019 - 10:27 PM.
#24
Posted 08 December 2019 - 10:30 PM
Edited by Kubernetes, 08 December 2019 - 10:31 PM.
#26
Posted 08 December 2019 - 11:12 PM
Koniving, on 08 December 2019 - 10:22 PM, said:
Not exactly. just implying that it is the closest thing in the list of VTOLs on Sarna that looks like it.
Going off aesthetics, the Igor looks eerily similar. Only major diff is that the Anhur has a quad vector thrust, while Igor has two.
I provided the thingiverse as a quick reference. Also, saved that to use later as it's pretty damn sweet.



#27
Posted 08 December 2019 - 11:43 PM
Arnold The Governator, on 08 December 2019 - 10:32 PM, said:
With the fluff of the chemjet gun, Demolishers don't need to get close outside of TT. It's one of two AC/20s fluffed with indirect fire capabilities as well as exceptional range potential. For a hull down ambush, 1500 meters could work with 1,000 being ideal, but you'll want a good gunner cause it's best to finish a mech before you give yourself away. (Range limit on an ac/20 when stacking TT quirks for the gunner and tank is 1,080 meters btw so you can do it in TT too).
(Just wait til my mod is out... The good, ranged attacks like that would have the time between shots be longer due to the chemical injection {it's a charge up ac/20}. The bad, the closer it gets the less time there is between the four shots per cannon, and hiding behind cover won't help you when it can shoot indirectly. The also good, you'll be able to use them on some mechs.)
Edited by Koniving, 08 December 2019 - 11:44 PM.
#28
Posted 08 December 2019 - 11:48 PM
Jackal Noble, on 08 December 2019 - 11:12 PM, said:
Going off aesthetics, the Igor looks eerily similar. Only major diff is that the Anhur has a quad vector thrust, while Igor has two.
I provided the thingiverse as a quick reference. Also, saved that to use later as it's pretty damn sweet.

Upsets me that my 360 controller doesn't move the Dev tool view.
Neither does the other two controllers I tried (and I closed and reopened the game for each controller after testing in the joystick tester of windows 10.
#30
Posted 09 December 2019 - 01:09 AM
Appogee, on 09 December 2019 - 12:34 AM, said:
It's possible, also possible they are for an in game cinematics for the ending, also possible they may be part of an in-game advertisement for mwo.
Whatever the case, some of those are fully armed with stuff you'll never have your hands on.

#31
Posted 09 December 2019 - 01:27 AM
Koniving, on 08 December 2019 - 11:34 AM, said:
I don't have anyway to tell what the hitboxes are in game without getting something to hold still and shoot it.
Looking at the models doesn't tell me how the game has their hitboxes arranged, but I would not doubt it.
If that's the case however, than the Scorpion tank literally has 10 total health or less.
I also can't pull up exact stats.
But here's a complete tank list.

Do NOT get excited about the Infantry spawner. (Edit: Thought I left the spawner folder open for the screenshot, but I see I closed it. Good thing I suppose, there's spoilers in it.)
There is no infantry files in the game, no infantry AI, and no infantry. It's likely unused, like Word of Blake. The only human AI are Techs and dropship crew.
Speaking of dropships, there's Invader, Leopard, Union, "VehicleDropship" and {Redacted: SPOILER}.
Curiously..
They have a separate PPC model for the Manticore Partikill, one for "Heavy Forearm", and different sizes for different mech mech clases in three variations each, regular and SNUB...for some reason..
(There's actually numerous references to a time close to 3060, including mechs that aren't built until post 3055 and {Redacted}).
Huh.
Wonder if Comstar came along.
There's multiple loadout variations for each vehicle (usually 2) so that helps.
There's 2 VTOL craft, if you're wondering. (Edit, it's 2, not 3...)
But each setup has a "BASE" which is necessary for creating a new vehicle, so we could put our own in. If Karl Strieger gets low poly versions of the vehicles he's been making that don't have more polygons than the 25 mechs on screen at the same time for a single wheeled APC... I'd be happy to try and stuff them into the game.
Specifically, one called "Igor"... which has no corresponding name in BT on Sarna... I have no idea WHAT it is other than likely original or misnamed.
And one called Warrior, which is the Warrior Attack Helicopter.
Combat speeds of 162 kph.
Typical speed used in MW5 combat. 48 kph. (Go any faster and you'll outpace it. Though it does short bursts of something faster but definitely not 162 kph)
what are you using to open the pak files? is that a stand alone tool or just the ue4 sdk?
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