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Cataphract Should Have Increased Torso Twist To Make Up For Limited Arm Movement.


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#21 Mr 144

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Posted 02 December 2012 - 01:48 PM

Truncated due to OP addition :D

Forum Teamwork now too? What's next? Dogs and Cats living together?

/signed :angry:

Mr 144

Edited by Mr 144, 02 December 2012 - 01:59 PM.


#22 Syptis

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Posted 02 December 2012 - 02:30 PM

I agree lefty and mr 144 100%

#23 Kutta

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Posted 08 December 2012 - 09:23 PM

I agree as well. Brawling is almost impossible now.. ;)

#24 Corvus Antaka

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Posted 08 December 2012 - 11:34 PM

Not only that, Cataphract either needs it's arm range returned, OR it needs the lower arm actuators removed from it's arms so we can mount dual AC'20s, whine if you will, but if the arm wont actuate, then obviously the actuator is missing.

This goes back to an oversight on PGI's part to include arm twisting like mech2/3/4 all had, then those lower arm actuators would work properly.

#25 MajorLeeHung

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Posted 08 December 2012 - 11:38 PM

/signed

I support this message!

#26 Elizander

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Posted 08 December 2012 - 11:48 PM

View PostRoland, on 01 December 2012 - 11:59 PM, said:

Did they actually reduce the actual arm movement? I had thought that they just reduced the animation movements, to prevent it from graphically clipping through the mech.

I have not noticed that I have any particularly limited aiming capabilities with my Cataphract.


Your arm crosshairs will snag at about 1/4 of your screen and won't reach the edge. It will then have to start using the slower torso twist to keep moving. Makes killing lights with arm lasers a real pain in the behind. :(

Found out the hard way when a Jenner was circling me in my 1X.

"I'll just chain fire my 3 MLas into this guy... and... wait... my arm stopped moving halfway, wtf is this? Gah! Boom!"

Dramatic reenactment there. :)

Edit:

What was the arm clipping into? The right torso gunbarrel? Can't they just cut off part of it instead?

And a question, does this change affect the Ilya too? I am planning on getting it after I finish basic efficiencies on my 1X but I might hold off and wait for the 18th patch if it's also going to be a sitting duck to light mechs circle strafing you. :(

Edited by Elizander, 09 December 2012 - 12:02 AM.


#27 Tempered

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Posted 09 December 2012 - 12:23 AM

Actually, I think the cataphract needs high heels so he isn't shooting into the dirt with those low slung arms.

#28 Untouchable

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Posted 09 December 2012 - 12:26 AM

Signed.

#29 r0n1n313

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Posted 09 December 2012 - 12:53 AM

Signed

#30 JimTheRat

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Posted 09 December 2012 - 01:05 AM

Disagree. Disagree hard. This is one of the delightful oddities of the chassis, and I think each chassis needs at least one.

If there were a way to limit the right arm's range of motion, but keep the left unencumbered arm's range of motion, that would be _extra_ ideal.

As it is, I find the cataphract to be a very capable brawler.

(Some people just can't agree with the rest of you!)

#31 Mr 144

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Posted 09 December 2012 - 01:21 AM

View PostLevesque, on 09 December 2012 - 01:05 AM, said:

Disagree. Disagree hard. This is one of the delightful oddities of the chassis, and I think each chassis needs at least one.

If there were a way to limit the right arm's range of motion, but keep the left unencumbered arm's range of motion, that would be _extra_ ideal.

As it is, I find the cataphract to be a very capable brawler.

(Some people just can't agree with the rest of you!)


Interesting, what do you consider the oddity? It simply has the worst range of motion by far. The solution proposed still maintains an oddity, and I agree, I like unique traits in mechs. The oddity that would remain is stubby arm motion range (20 degrees) which no other chassis is restricted to. 105 degree torso twist would also be a unique oddity that (so far) no other chassis has. This would promote a different 'style' without imposing uneccessary handicaps. Even WITH a +15 degree torso twist bump, the 'phract would still be bottom of the barrel in targeting mobility, but an interesting trade-off between reduced direct-fire convergence issues, and limited arm tracking.

You want max Brawling mobility?...go HBK
You want max zero convergence targeting?...go Cat
You want zero convergence issues and vertical targeting?...go Jager

Where does the oddity of the 'phract fit in? The solution would be an 'in-between' jack-of-all, master-of-none approach. Heck, right now, the Fatlas has a better range...anything does.

Mr 144

Edited by Mr 144, 09 December 2012 - 01:22 AM.


#32 multiplesanta34

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Posted 09 December 2012 - 01:25 AM

Agreed. Either restore the arm movement or compensate us with torso twist range. Although i'd really like to see the arm movement back to how it was pre-patch as it allowed you to create fast CTF builds. As it is now, you pretty much have to be completely facing what you're shooting at which is a huge drawback.

#33 Lefty Lucy

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Posted 09 December 2012 - 02:30 AM

View Postmultiplesanta34, on 09 December 2012 - 01:25 AM, said:

Agreed. Either restore the arm movement or compensate us with torso twist range. Although i'd really like to see the arm movement back to how it was pre-patch as it allowed you to create fast CTF builds. As it is now, you pretty much have to be completely facing what you're shooting at which is a huge drawback.


Yeah, the CTF can run faster, but has less brawling-mobility than an Atlas, for crying out loud.

#34 SpiralRazor

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Posted 09 December 2012 - 03:00 AM

View PostColonel Pada Vinson, on 01 December 2012 - 11:57 PM, said:

I agree. I also think the catapults extreme torso twist should be cut down, as a long range support mech it should have one of the worst torso twists, not a near 360 one.


Its not built that way...its a turret on legs, its supposed have that range of motion...derp.... Support doesnt equal suck...derp again for being so derpy.

#35 Lefty Lucy

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Posted 09 December 2012 - 03:47 AM

View PostSpiralRazor, on 09 December 2012 - 03:00 AM, said:


Its not built that way...its a turret on legs, its supposed have that range of motion...derp.... Support doesnt equal suck...derp again for being so derpy.


But support shouldn't also equal "better than any other chassis in the weight class."

#36 Steel Will

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Posted 09 December 2012 - 04:46 AM

Fixing a cosmetic issue by impairing gameplay is really poor prioritization on the part of the devs. This needs to be fixed properly.

#37 Super Mono

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Posted 09 December 2012 - 04:54 AM

View PostLevesque, on 09 December 2012 - 01:05 AM, said:

Disagree. Disagree hard. This is one of the delightful oddities of the chassis, and I think each chassis needs at least one.

If there were a way to limit the right arm's range of motion, but keep the left unencumbered arm's range of motion, that would be _extra_ ideal.

As it is, I find the cataphract to be a very capable brawler.

(Some people just can't agree with the rest of you!)



yes, let's leave the Cataphract with its crap torso twist and broken arms so it can have the quirk of being a garbage brawler compared to the Catapult.

The Catapult has the best torso-twist in the game (140 degrees) and it can twist very quickly making it excellent in a brawl. Because of this the ballistic heavy Cataphract variants have now become ballistic fire-support mechs so what good will the Jagermech be when it's finally introduced?

Edited by Super Mono, 09 December 2012 - 04:56 AM.


#38 Acehilator

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Posted 09 December 2012 - 05:13 AM

/signed @OP

#39 StainlessSR

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Posted 09 December 2012 - 05:36 AM

I had a similar post to the OP's. But I like your suggestion better, if they are going to gimp arm movement to compensate for bad game mechanics, increase the torso twist to compensate for the gimp.

#40 John MatriX82

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Posted 09 December 2012 - 05:45 AM

+1 from me as well, since the last patch I didn't knew about this and I unfortunately bought the Ilya to find its arms movement to be completely crippled.

If arms have to stay at that degree of yaw ok, but then increase torso twist.





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