Mech Customisation - Disappointed... I think.
#41
Posted 08 May 2012 - 09:18 AM
The Hunchback 4G has two laser/energy hardpoints on each arm, so devs know to include artwork for two lasers (which could be as minute as a second lense on the forearm bracket, or (hopefully) a second forarm bracket to clearly indicate the presense of both hardpoints being used).
The only concern I have is the graphical representation of various autocannon sizes (as mentioned replacing an AC20 with a MG should radically alter the appearance of a hunchback), and missiles. The missile thing has me really concern since the Atlas has set the precident that the number of missile tubes has no relation to the ammount of missiles that fire. That inconspicious 4 missile port on the Commano's arm could be an SRM4 or maybe it is an LRM20 or MRM40 that sprays missiles like a fire hose.
#42
Posted 08 May 2012 - 09:23 AM
Major Tom, on 08 May 2012 - 09:18 AM, said:
The Hunchback 4G has two laser/energy hardpoints on each arm, so devs know to include artwork for two lasers (which could be as minute as a second lense on the forearm bracket, or (hopefully) a second forarm bracket to clearly indicate the presense of both hardpoints being used).
The only concern I have is the graphical representation of various autocannon sizes (as mentioned replacing an AC20 with a MG should radically alter the appearance of a hunchback), and missiles. The missile thing has me really concern since the Atlas has set the precident that the number of missile tubes has no relation to the ammount of missiles that fire. That inconspicious 4 missile port on the Commano's arm could be an SRM4 or maybe it is an LRM20 or MRM40 that sprays missiles like a fire hose.
Missiles and lasers work the same way. We put caps on the tubes.
#43
Posted 08 May 2012 - 09:40 AM
woodstock, on 08 May 2012 - 03:44 AM, said:
The terrain is enough for me to claim that the quality of this game is pretty high. If you want full-blown realism, there's always reality. I'm not saying that we can't criticize, but some of these comments are over-the-top.
#44
Posted 08 May 2012 - 09:46 AM
1.) Game is still Pre-Beta, as the devs have stated not everything has been fully optimized or implemented yet. (Several threads about this alread)
2.) On the Hunchback, the AC20 that was replaced by an AC5 and MG are inside the big HOUSING on the shoulder. Therefore, if there are different guns inside the same housing they won't look different. Think about a 300lb person inside a box with a hole and replacing him with a 2 150lb people inside the same box... do you see a difference on the outside?
3.) I can understand if there isn't a fully developed weapon image for each different weapon, and honestly that is just an aesthetic to me, I would prefer a smooth gameplay and PvP than "oh.. I have a Lagre Laser how come the lens isn't "insert colour here"".
#45
Posted 08 May 2012 - 09:59 AM
P.S. That guy made the most pointless looking custom mech I've ever seen.
Edited by Kasiagora, 08 May 2012 - 10:01 AM.
#46
Posted 08 May 2012 - 10:22 AM
AC/5s are great at killing light mechs at range. Always have been. In fact, the Forumuserkiller seems optimally designed for such a task; you soften them up as they move in, then if they try to flank you or your team your additional laser weapons rake over their battered armor looking for crits.
#47
Posted 08 May 2012 - 12:45 PM
#48
Posted 08 May 2012 - 01:16 PM
stormeris, on 08 May 2012 - 06:45 AM, said:
Maybe small laser would have slightly narrower barrel and a smaller lense, than mediums, and medium lasers smaller than large ones.
Maybe LRM 10 would differenciate from LRM 15, or 20 whatever, by the amount of holes for rockets or something
AC2/5/10/20 would be different maybe only barrel size or something,
Only gauss rifles and PPCs would drastically change the look or something
I have even lower expectations. In my head I grouped weapons as follows:
So all the large lasers and ppc's look almost identical... and so do the med and small lasers. (Add 2 med lasers + 1 small = all the same)
Missiles are easy ... same pods for SRM's and LRM's just change the number of holes.
Proj have 3 sizes ... Gauss+AC/20 - AC/10/5/2 - mg
Thats not a huge amount of variation.
Thanks for the reply Mr DEVman
I forgive you for never answering any of my Q&A questions
#49
Posted 08 May 2012 - 03:18 PM
#50
Posted 08 May 2012 - 06:48 PM
Bryan Ekman, on 08 May 2012 - 09:15 AM, said:
Fantastic. I, for one, say take your time. Really, in a firefight, I doubt that I'm going to be worried about trying to count how many lasers are showing up on the enemy, or trying to figure out if that's an LRM15 or an LRM20, I'll probably be focused on how quickly I can put an AC round through his cockpit glass.
#51
Posted 08 May 2012 - 06:52 PM
Edited by William Petersen, 08 May 2012 - 06:54 PM.
#52
Posted 08 May 2012 - 06:55 PM
How is it possible to get 320 points of armor on a Hunchback and how is it possible to get 700 points of armor on *anything*?
#53
Posted 08 May 2012 - 06:58 PM
#54
Posted 08 May 2012 - 07:03 PM
Based on the screen-shots you can clearly see that torso and arm are separate which means you will not be able to split that AC20 between the torso and arm.
Mike Silva, on 08 May 2012 - 06:55 PM, said:
How is it possible to get 320 points of armor on a Hunchback and how is it possible to get 700 points of armor on *anything*?
How about default Hunchback armor 160 pts (10tons) x 2?
Maybe recycle time is reduced by half of TT stats to maintain that armor/damage/ammo/heat balance
Edited by Yeach, 08 May 2012 - 07:03 PM.
#55
Posted 08 May 2012 - 07:04 PM
Yeach, on 08 May 2012 - 07:03 PM, said:
Maybe recycle time is reduced by half of TT stats to maintain that armor/damage/ammo/heat balance
Yeah, I thought that might be the case. I'm sure they're balancing it appropriately, it just stood out to me as something that wasn't normal per tabletop rules.
#56
Posted 08 May 2012 - 09:17 PM
Bryan Ekman, on 08 May 2012 - 09:15 AM, said:
Hey
As the DEV's have answered ... and in a more than satisfactory way ... This thread will just go on and on in a weird sort of franken thread manner.
Forum mods ...can you lock it?
#57
Posted 08 May 2012 - 09:29 PM
Mike Silva, on 08 May 2012 - 06:55 PM, said:
How is it possible to get 320 points of armor on a Hunchback and how is it possible to get 700 points of armor on *anything*?
This bothered me as well. Clearly they've doubled the amount of armor points for some reason. But screenshots indicate that missiles and autocannon have the canonical amounts of ammunition available.
So have ammo-based weapons just been horribly nerfed? Has weapon damage been increased with proportion to the armor? If so, why?
#58
Posted 08 May 2012 - 09:32 PM
#59
Posted 09 May 2012 - 02:53 PM
#60
Posted 09 May 2012 - 02:58 PM
CaveMan, on 08 May 2012 - 09:29 PM, said:
This bothered me as well. Clearly they've doubled the amount of armor points for some reason. But screenshots indicate that missiles and autocannon have the canonical amounts of ammunition available.
So have ammo-based weapons just been horribly nerfed? Has weapon damage been increased with proportion to the armor? If so, why?
Possibly because testing showed Time To Kill was too low. TTK will have a serious effect on the number of people that play and keep playing. Keeping in mind that this isn't a 1v1 or 4v4 game, if you get primed by multiple opponents, you will be dead, quickly.
So, perhaps double armor to slow that down. It will be interesting to see.
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