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BattleMech 16: Flea


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#561 Jin Ma

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Posted 08 September 2013 - 12:57 PM

View PostBaine3FreakofNature3, on 08 September 2013 - 02:48 AM, said:

This is not a flea. The flea has no arms and is a pod mech. That's a locust..... PGI kills lore once again.

Why? The flea, at 20 tons, is a minimal-complication design. Essentially weapons on legs, it's made with the intent for speed in manufacturing and ease of construction(less acutators/arms, less parts). This is no flea PGI and I hope you can change it's name at least, to the locust. If you're using an existing franchise, at least respect the established lore.


all mechs have to have arms in this game lol. and also a torso. same reason they changed the catapult

#562 Fred013

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Posted 08 September 2013 - 01:24 PM

View PostHexenhammer, on 08 September 2013 - 04:08 AM, said:


Urbanmech!

FLEA!!!! FLEA!!!!!!!!!!

#563 Koniving

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Posted 09 September 2013 - 03:18 PM

View PostMorang, on 07 September 2013 - 10:32 PM, said:

Well... imagine those pillars being 20 meters high. Cut down polygons by 8, and they become far simpler, and when you shoot 0.5 meters away from visible pillar wall, you still hit collision model. But your mech is now 1 meter high, not 10 meters (like it was with 200 m pillar). So when you hit invisible wall 5 meters away from 200 meters pillar while sitting in a 10 meters mech, it's bad, because it's half the height of your mech. But if you hit invisible wall 0.5 meters away from 20 meters pillar while sitting in a 1 meter mech, it's just the same bad thing. No difference. Still you think that you have exposed half your mech above the ridge, but boom, you lasers hit nothing in front of you


Fewer polygons required to make the same shape in a human-scaled version, means there's more leeway for the computer to generate a more accurate, less general hitbox representation. Not everything divides by 8. It's multiples of 8 as I've been corrected and has a cap or maximum for collision meshes. With the pillars being 200 real meters, they need a lot of unnecessary polygons to be smooth-ish and even then they're quite jagged. Human-sized, hundreds to thousands fewer polygons, which can be allocated to other things.

Even better, let's say (it's not but let's say) your limit for a collision mesh is 16 polygons. What's easier to mimic? Something that's 128 polygons, or something that is 32 polygons?

-----------

As for the flea, we either get the Flea in October with the Locust, or we get an Assault. And frankly we're two lights behind.

#564 Morang

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Posted 09 September 2013 - 08:26 PM

View PostKoniving, on 09 September 2013 - 03:18 PM, said:

Fewer polygons required to make the same shape in a human-scaled version, means there's more leeway for the computer to generate a more accurate, less general hitbox representation. Not everything divides by 8. It's multiples of 8 as I've been corrected and has a cap or maximum for collision meshes. With the pillars being 200 real meters, they need a lot of unnecessary polygons to be smooth-ish and even then they're quite jagged. Human-sized, hundreds to thousands fewer polygons, which can be allocated to other things.

Even better, let's say (it's not but let's say) your limit for a collision mesh is 16 polygons. What's easier to mimic? Something that's 128 polygons, or something that is 32 polygons?

Why do you think that "fewer polygons required to make the same shape in a human-scaled version"? (if we maintain the relation of 1:20 between the mech height and the pillar height, be it 10 and 200 or 1 and 20 meters).

#565 mad kat

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Posted 20 September 2013 - 03:54 AM

A bit of a disappointment really i was looking forward to the Flea with machine guns as in MW4 but it looks like its isn't getting them. I was looking forward to some speedy DAKKADAKKA crit hunting

#566 Alaskan Nobody

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Posted 20 September 2013 - 07:42 AM

View Postmad kat, on 20 September 2013 - 03:54 AM, said:

A bit of a disappointment really i was looking forward to the Flea with machine guns as in MW4 but it looks like its isn't getting them. I was looking forward to some speedy DAKKADAKKA crit hunting


At least one of the Flea models we are likely to get will have at least 2 ballistic slots I would believe - there are multiple mentions of Fleas in the novels using MGs anyways

#567 BarHaid

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Posted 20 September 2013 - 07:47 AM

View Postmad kat, on 20 September 2013 - 03:54 AM, said:

A bit of a disappointment really i was looking forward to the Flea with machine guns as in MW4 but it looks like its isn't getting them. I was looking forward to some speedy DAKKADAKKA crit hunting

Don't you worry, the Locust has you covered.

#568 guardian wolf

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Posted 20 September 2013 - 07:52 AM

View Postmad kat, on 20 September 2013 - 03:54 AM, said:

A bit of a disappointment really i was looking forward to the Flea with machine guns as in MW4 but it looks like its isn't getting them. I was looking forward to some speedy DAKKADAKKA crit hunting

View PostShar Wolf, on 20 September 2013 - 07:42 AM, said:


At least one of the Flea models we are likely to get will have at least 2 ballistic slots I would believe - there are multiple mentions of Fleas in the novels using MGs anyways

View PostBarHaid, on 20 September 2013 - 07:47 AM, said:

Don't you worry, the Locust has you covered.

Now to figure out how to get an AC20 onto the flea....

#569 Joseph Mallan

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Posted 20 September 2013 - 08:08 AM

View Postguardian wolf, on 20 September 2013 - 07:52 AM, said:

Now to figure out how to get an AC20 onto the flea....

Easy. Skeleton and an AC20... Engines and armor are over rated. :)

#570 BarHaid

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Posted 20 September 2013 - 08:36 AM

View PostJoseph Mallan, on 20 September 2013 - 08:08 AM, said:

Easy. Skeleton and an AC20... Engines and armor are over rated. :)

Ah, the perfect base defense! Guaranteed to always stay at its post.

#571 Morang

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Posted 20 September 2013 - 09:05 AM

View PostJoseph Mallan, on 20 September 2013 - 08:08 AM, said:

Easy. Skeleton and an AC20... Engines and armor are over rated. :)

Jokes aside, 20 ton mech can be configured with a single AC/2, max engine (XL170), minimal 10 heatsinks providing decent cooling and 107 points of armor (which is light, but the mech is lightest after all). But downside is just two tons of ammo - limiting you to 300 damage done even in case of top-notch performance and luck. I run Spider with AC/2, and with top engine and OK armor it also permits more ammo and some jump jets.

Maximum payload weight on a 20-tons mech in technically droppable config (engine with 10 sinks, zero armor) is 12.5 tons. Of 7.5 tons spent 1 goes for Endo internals and 6.5 for XL100 with 6 external sinks. So even AC/10 with ammo is technically impossible. Heaviest mountable ballistic is LBX-10 with a ton of ammo and 0.5 tons for armor.

Edited by Morang, 20 September 2013 - 09:06 AM.


#572 guardian wolf

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Posted 20 September 2013 - 09:08 AM

Yes this I understand, however......

Give me a big enough crowbar, enough grease, and a trailer to haul the ammo in, and I'll get my AC20 Flea.

#573 DirePhoenix

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Posted 20 September 2013 - 10:07 AM

View Postguardian wolf, on 20 September 2013 - 07:52 AM, said:

Now to figure out how to get an AC20 onto the flea....

View PostJoseph Mallan, on 20 September 2013 - 08:08 AM, said:

Easy. Skeleton and an AC20... Engines and armor are over rated. :)

You can make the AC20's loading mechanism double as leg motivators! You may only move one or two steps before having to 'clear the chamber', but you bypass the need for a fusion reactor! Bolt-Action propulsion is the wave of the future!

#574 Sug

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Posted 20 September 2013 - 12:42 PM

Lol I saw the September date and thought this was a recent post about finally releasing the flea. 2012 jesus christ.

#575 stjobe

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Posted 20 September 2013 - 01:53 PM

View PostSug, on 20 September 2013 - 12:42 PM, said:

Lol I saw the September date and thought this was a recent post about finally releasing the flea. 2012 jesus christ.

Yep, we've been waiting for a while now.

It's been eight months since the last new light 'mech; when the Locust arrives on Oct. 15th, it will be nine months between light 'mechs. In that time we've gotten three mediums, three heavies, and three assaults.

As a light pilot, I'm not happy. Not happy at all.

#576 Koniving

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Posted 03 October 2013 - 05:15 PM

Welp. Someone said Bryan said on a twitter post that it's getting a 190 engine cap. Sounds like 170+ kph. But its armor levels scare me.

#577 Alaskan Nobody

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Posted 03 October 2013 - 08:32 PM

View PostKoniving, on 03 October 2013 - 05:15 PM, said:

Welp. Someone said Bryan said on a twitter post that it's getting a 190 engine cap. Sounds like 170+ kph. But its armor levels scare me.



Saw a link to that - wish I could remember where (I was jumping all over the forum at the time >.< ) and he did....
Also said they were looking at/working on re-doing how engine weights work - maybe we will be getting the Gyro/Cockpit weights added in?

Edit: Found it!
https://twitter.com/...132486809751552

It was in the Locust Topic

Second Edit: Off topic I know but the locust is gonna be fairly small:
https://twitter.com/...6614144/photo/1

Edited by Shar Wolf, 03 October 2013 - 08:44 PM.


#578 Warchild Corsair

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Posted 04 October 2013 - 07:57 AM

Also, Russ confirmed a delayed Flea on Twitter (Oct, 2nd):

Quote

Russ Bullock@Gryphorim Because of the decision to make the locust I think the flea slipped waaaay down the priority list...no eta as far as I know.

Edited by Warchild Corsair, 04 October 2013 - 07:58 AM.


#579 Nikguy

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Posted 04 October 2013 - 08:16 AM

Didn't they say somewhere that we will be only getting one mech a month until all the phoenix/saber mechs get put out? If so we are looking at April at the earliest.... Which sucks because I have been looking forward to flea for a long time! Locust will have to hold me for a while though.

#580 LiGhtningFF13

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Posted 04 October 2013 - 09:59 AM

... nice design, whats the exact height of this light?!





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