

If a MadCat was made the shoulder missile launchers would be part of the
#41
Posted 09 January 2013 - 10:54 AM
like "why does the missile launcher on my atlas count as part of the side torso when the madcats doesnt when the atlas' side torso is just as easy to hit".
#42
Posted 09 January 2013 - 11:22 AM
#43
Posted 09 January 2013 - 11:53 AM
My Timber Wolf should have Missile Racks as separate hit boxes, AND developers really need to update the paper doll for mechs with missile pods.
#44
Posted 09 January 2013 - 12:11 PM
Maybe find a way to force the ammo to be place outside the pods and have a separate low armor hitbox for the pods.
Also, to remain fair and balanced, maybe have the maximum (combined back/front) armor of the side torso reduced in regard to the armor the pods would have.
#45
Posted 09 January 2013 - 12:22 PM
First and foremost, we are all aware the 2D rules and turn-based gameplay of the TT does not directly translate into 3D action-orientated gameplay.
That said; some things may need to be adjusted to "realistic" physics and logic versus board-game rules.
I adore the fact that PGI is holding true to keeping weapon values true to TT stats, and that PGI is keeping canon. As they have had to realize the hard-way that certain weapons don't translate very well sticking to the TT values and had to undergo slight adjustments. I'm completely understanding of this.
The issue of the Mad Cat (Timber Wolf) hitboxes brings in an interesting topic to think about. I see a clash happening over "true to TT fans" and "fans of MechWarrior".
I believe that PGI should make the missile racks seperate hitboxes, yet share the same armor of the side torsos, minus some allocated criticals from the side torso to the racks to not allow "extra crit space". By doing this, it should hold true to TT rules and MechWarrior mechanics. By not allowing more critical space in the side torsos than allowed in the Mad Cat per TT rules, this still allows for individual and specific targeting of the rack's hitbox allowing for better immersion and tactics.
Keep in mind, by doing this and you should happen to destroy a Mad Cats missile rack, PGI should only count the critical spaces allotted from the side torso to the missile rack as ONLY destroyed, leaving the side torsos undamaged and intact (minus ammo explosions and damage transfer).
#46
Posted 09 January 2013 - 12:23 PM
#47
Posted 09 January 2013 - 03:00 PM
Ogresan, on 09 January 2013 - 12:23 PM, said:
Indeed - hence why the missile launchers should remain as they have always been (other than in MW4), as part of the side-torsos.
#48
Posted 09 January 2013 - 09:51 PM
#49
Posted 10 January 2013 - 12:38 AM
They are a big external physical objects and they must have their own hit boxes. You can't argue with logic.
And how the amount of hit boxes related to lagshield issue we have right now? It might as well be a one big hit box running ahead of a mech.
#50
Posted 10 January 2013 - 12:50 AM
#51
Posted 10 January 2013 - 02:31 AM
#52
Posted 10 January 2013 - 02:35 AM
another option would be separate hitboxes but the pod has weightless and costless armor equal in amount or a specified fraction of the amount of armor in the side torso that magically appears. that might behave realistic
#53
Posted 10 January 2013 - 05:36 AM
#54
Posted 10 January 2013 - 03:23 PM
I usually cast my votes for keeping the game as close to its' TT roots as possible, but in this particular case, as with some others, I think deviating a bit will be better for gameplay.
Edit: oh yeah, and i think you meant when the Timber Wolf is released

Edited by RagingOyster, 23 January 2013 - 04:50 PM.
#55
Posted 11 January 2013 - 02:05 AM
they should be armored like any other Location, maybe make the stock config have 10 armor Points from the side Torso taken and put into the launcher boxes.
#56
Posted 11 January 2013 - 04:22 AM
The Thor with its LRM-20 sitting on its shoulder, the Hellbringer with its Warhammer-like missile pod and searchlight, the Cauldron-Born with its own boxy launchers, the Vulture and its side profile (Should hitting the side of the central portion, forward of the missile launchers, count as hitting the center-torso or the side-torso?), the Puma and Masakari with their sizable "hoods", and a few others also have the potential to present some potentially-interesting hitbox issues/questions...

#57
Posted 11 January 2013 - 07:05 AM
Edited by Pariah Devalis, 11 January 2013 - 07:10 AM.
#58
Posted 13 January 2013 - 11:25 AM
And all without inventing new hit boxes or a new mechanism for armor shifting. Easier to implement.

Edited by Pariah Devalis, 13 January 2013 - 11:38 AM.
#59
Posted 13 January 2013 - 05:30 PM
Pariah Devalis, on 13 January 2013 - 11:25 AM, said:
And all without inventing new hit boxes or a new mechanism for armor shifting. Easier to implement.

Well, they would/should keep the original number of missile tubes. Otherwise, it is a rather workable idea.
Also, an alternative is to wrap the launchers around the upper corners of the boxy portion of the main body, as was done in the artwork for the old BattleTech Collectable Card Game ("CCG").

As another alternative, the launchers could remain distinctly boxy while also be lowered relative to the main body, as was also shown in the CCG.


#60
Posted 13 January 2013 - 07:29 PM
The only issue with the last option is it still retains the excessively wide, easy to hit side torso issue. The first one would work, but it does not look like a timber wolf. I am not sure using the original 15 tubes to represent the LRM-20s makes much sense, either. A smaller arrangement will allow the pods to be smaller, and so harder targets to hit. By reducing it to a 10-pack, it can volley fire 10-10 which would work better against AMS then 15-5, anyways, so it serves two functions.
Edited by Pariah Devalis, 13 January 2013 - 07:31 PM.
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