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BattleMech 7 - Commando



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#281 Kanil

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Posted 23 February 2012 - 11:13 AM

What kinda Commando pilot hides from the rear of a Hunchback?

You charge that damn thing guns a blazing, and put a missile through the AC/20 ammo.

Commandos are awesome. They can do anything. Just only for a limited amount of time.

#282 Zypher

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Posted 23 February 2012 - 11:24 AM

The Commando looks pretty good, the head of this particular mech is always a pain because there are literally three ways to interpret it, but you guys did a good job. I worry about the pilots view, I think maybe one side shouldn't be obscured, or maybe the cockpit should be split inside with one half being a digital representation of the outside, maybe like a flir display, and the other half of the view being what you would see out the cockpit. My only other concern, and this is more for realism, (yes I get this isn't the most realistic genre) but the commando looks a little to beefy for a quick light mech.

I know the mechs are not really scaled in the concept art shots, but the impression I get from the mechs is they are around the same size and tonnage, I know this isn't the case because of my knowledge of the genre. Although this mech isn't the fastest light I feel a light should represent a light, not a shorter version of a heavy.

#283 Solis Obscuri

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Posted 23 February 2012 - 12:05 PM

View PostAegis Kleais™, on 23 February 2012 - 06:16 AM, said:

OK, Solis, I'm gonna make this very easy on you.

You're the (rare) type of forum goer who (I have seen quite often, oddly) that takes everything excessively literally and feels that breaking down a person's post to be over scrutinized on every other syllable is par for the course.

I've learned in my experience with these types, that there simply is no coming to an understanding between the two, and the best thing that could be done is if both end up ignoring each other's posts, so that this pathological over analysis that is used as a method of self justification does not, in the end, just take up space on the forum and invariably boil down to an actual argument.

So I'm just gonna add ya to my ignore list; it would probably be best you do likewise to me. We're just never going to let each other have their own subjective opinion on the topic it would seem.

I was just debating the veracity your statement. I'm not sure how I was supposed to take your written words at something other than face value. :)

I'm also unsure how it constitutes a mental defect on my part to expect you to clearly articulate what you mean and to be able to justify statements presented as fact.

Or in what capacity you are qualified to perform psychoanalysis of people who disagree with you on the internet.

View PostSprouticus, on 23 February 2012 - 07:40 AM, said:

The SRM has been a crap weapon in every MW game thus far due to being unguided and having limited ability to self guide by moving the torso, etc. If you have parallel shooting (all shots occur at once) instead of serial (think MW2 &4) it will help, but even then unguided munitions are a crap shoot at best.

If they use limited locking for SRM's it might help, but then you need to diferentiate SRM's from streaks (when they come out). I suppose yo could just make them faster, but still.

I recall MW3 had SRM missiles with had limited homing, and they were really cool. They'd track any target under your reticle, with no real "lock" time, but they followed kind of erratic flight paths and were a lot more likely to miss and spread damage than Streaks (which had a lock time, but homed to the target with almost perfect accuracy and grouped tightly together).

I really liked how weapons were designed in MW3, and their implementations of SRMs was one of the best surprises. Sadly, MW4 went back to treating SRMs as dumb-fire rockets.

View Postomega5-9er, on 23 February 2012 - 09:46 AM, said:

SRM's in MW4 were very good. They may not be straight SRMs, but the CSTRKs had an auto lock-on and are really fun to take out.

One of my favorite loadouts on the Mektek release is the Arctic Wolf with 4 CSTRK pods....... I can take out things MUCH heavier than me.

Clan Streak Missiles have always been pretty EZ-mode, IMO.

Hard to beat something that has good damage, low heat generation, decent cycle time, almost guaranteed accuracy, and a 500m range, without a need to aim accurately. :)

#284 Petroff Northrup

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Posted 23 February 2012 - 12:32 PM

View PostSprouticus, on 23 February 2012 - 07:40 AM, said:

The SRM has been a crap weapon in every MW game thus far due to being unguided and having limited ability to self guide by moving the torso, etc. If you have parallel shooting (all shots occur at once) instead of serial (think MW2 &4) it will help, but even then unguided munitions are a crap shoot at best.

If they use limited locking for SRM's it might help, but then you need to diferentiate SRM's from streaks (when they come out). I suppose yo could just make them faster, but still.

I thik it will be interesting to see how PGI balances the fact that light mechs really are glass cannons when faced with even a large medium or light heavy.


In MWLL SRMs are great, there is a bushwacker variant that uses them very well to help chew up mechs as large as a thanatos and a Mad Dog which uses only SRMs and is one of the scariest in-fighters in the game.

#285 BarHaid

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Posted 23 February 2012 - 12:34 PM

View PostZypher, on 23 February 2012 - 11:24 AM, said:

My only other concern, and this is more for realism, (yes I get this isn't the most realistic genre) but the commando looks a little to beefy for a quick light mech.

I know the mechs are not really scaled in the concept art shots, but the impression I get from the mechs is they are around the same size and tonnage, I know this isn't the case because of my knowledge of the genre. Although this mech isn't the fastest light I feel a light should represent a light, not a shorter version of a heavy.

Actually, the scale is pretty spot on. I opened up the Atlas and Commando together to check out their similar stance, and the Commando's head barely makes it above the Atlas' AC/20! The mass looks to be just about a 1:4 ratio.

It's true that the Commando looks beefy, but I think that makes it look more like a "soldier" than a "scout", which I think fits the Steiner design mentality pretty well.

Edited by BarHaid, 23 February 2012 - 12:36 PM.


#286 mouzerius

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Posted 23 February 2012 - 12:34 PM

ooh yeah a nice classic one, and not one of the standard mechs you se.

#287 verybad

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Posted 23 February 2012 - 01:18 PM

View PostVertous, on 23 February 2012 - 08:46 AM, said:

NNNNOOOOOOOOOO so this means that the raven has 1 more shot in getting into the game!!! :)


...Looks at Davion Avatar on Verious's post...

Are you sure you want to be Davion? The Raven is a great scout, no arguments there, but it's NOT something the Davions like. :)

#288 Stone Profit

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Posted 23 February 2012 - 03:14 PM

View Postverybad, on 23 February 2012 - 01:18 PM, said:


...Looks at Davion Avatar on Verious's post...

Are you sure you want to be Davion? The Raven is a great scout, no arguments there, but it's NOT something the Davions like. :)


What are you talking about? Davion loves taking these from cappies and throwing them back in their faces. I mean, who is better at stealth than a sneaking, stinking cappie? :)

#289 Garth Erlam

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Posted 23 February 2012 - 03:43 PM

Keep in mind these are just release 'Mechs guys. We will add more later :)

#290 tyrranus

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Posted 23 February 2012 - 03:45 PM

looks great! but why did you have to include one of worst waste of tonnage mechs ever >.<

#291 ilikain

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Posted 23 February 2012 - 05:07 PM

View PostDuncan Jr Fischer, on 23 February 2012 - 12:01 AM, said:

While spotting in MWO setting is hugely important, I'm not sure about firing part. Why would Commando open fire in the first place? It could silently spot an enemy and wait for the time when they are damaged and disoriented, then show up and finish them with SRM.


My suspicion, and hope, is that she could not actually relay the target information while her mech was powered down (which was why they didn't see her in the first place). Once she powered up and tagged them for her commander, why not drop some hurt on the weak rear armor before high tailing it out of there? As another said, attacking them like that made the lumbering Atlas-ee (I can't what was decided to be the correct way to pluralize Atlas on the forums ;)), and Hunchbacks stop and turn around... This would keep them in the Artillery kill radius a bit longer and make them easier targets for the incoming LRM fire.

So, I prefer to read it as the Devs explaining that you can shut down your mech to avoid detection, but in order to do your job, you have to expose yourself, to a bit more danger. :ph34r:

#292 PoWeRzzz

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Posted 23 February 2012 - 07:39 PM

Another stupid human-like mech. Silly design. Name it - Mutant Doom Spacemarine

#293 pursang

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Posted 23 February 2012 - 07:41 PM

View PostPoWeRzzz, on 23 February 2012 - 07:39 PM, said:

Another stupid human-like mech. Silly design. Name it - Mutant Doom Spacemarine


Let's see you do better. ;)

#294 PoWeRzzz

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Posted 23 February 2012 - 08:30 PM

Only 4 money

#295 pursang

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Posted 23 February 2012 - 08:34 PM

View PostPoWeRzzz, on 23 February 2012 - 08:30 PM, said:

Only 4 money


Hahahahahaha. ;)

#296 Dihm

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Posted 24 February 2012 - 06:46 AM

Garth, this one's is for you. WHAT WHAT!

#297 guardian wolf

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Posted 24 February 2012 - 07:05 AM

***, is that the mech form of James Bond?

#298 Dihm

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Posted 24 February 2012 - 07:08 AM

He's a deep cover operative, with style and class. Best watch your manners, or he'll SRM your ***.

#299 ilikain

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Posted 24 February 2012 - 10:13 AM

View PostDihm, on 24 February 2012 - 07:08 AM, said:

He's a deep cover operative, with style and class. Best watch your manners, or he'll SRM your ***.

So much... Ouch, in that rhyme... I wonder if the report button has a 'style' complaint section... ;)

#300 Maurice

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Posted 24 February 2012 - 10:50 AM

if you want junk i think this works





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