

The Timber Wolf In Mwo... Easy Kill?
#21
Posted 03 December 2012 - 05:15 AM
#22
Posted 03 December 2012 - 05:15 AM
Nm somebody already posted the info.
Edited by shabowie, 03 December 2012 - 05:19 AM.
#23
Posted 03 December 2012 - 05:16 AM
Jings, on 03 December 2012 - 05:12 AM, said:
Balance rammifications.
If they add more parts, that means that the 'mech would either have more armour than other 'mechs of its weight (not fair) or have to split its armour between more locations (also not fair).
Surely when it was introduced into TT that would have caused similar issues?
#24
Posted 03 December 2012 - 05:16 AM
Strum Wealh, on 03 December 2012 - 05:08 AM, said:

This may be true for TT, however it is clear from the actual 3d model the launchers are not part of the side torso... furthermore as we now shoot with a mark one eyeball rather than a die roll one cannot adhere to the TT mechanic. Whilst I am a staunch support of canon some things need to be changed to accomodate the fact that mwo is a 3d video game.
#26
Posted 03 December 2012 - 05:18 AM
#27
Posted 03 December 2012 - 05:21 AM
#28
Posted 03 December 2012 - 05:26 AM
#29
Posted 03 December 2012 - 05:26 AM
Nathan Xain, on 03 December 2012 - 05:16 AM, said:
The problem is that on tabletop aiming as done via a random dice roll. Which is the consistent fault with many tabletop mech designs....they were never intended to be in an environment where you could selectively aim at what you wanted.
#30
Posted 03 December 2012 - 05:26 AM
Joseph Mallan, on 03 December 2012 - 05:21 AM, said:
Joe, I do 3d modelling there is no way I would build the launchers connected to the side torso, it is counterintuitive. In any event when the launcher is destroyed the mech would lose its arm and the excess damage would move into the side torso in accordance with the current mechanic.
#31
Posted 03 December 2012 - 05:27 AM
#32
Posted 03 December 2012 - 05:29 AM
FrostPaw, on 03 December 2012 - 05:26 AM, said:
The problem is that on tabletop aiming as done via a random dice roll. Which is the consistent fault with many tabletop mech designs....they were never intended to be in an environment where you could selectively aim at what you wanted.
It's also why the mech designs are ridiculous for a real combat environment none of them are built to reduce silhouette profile and size.
Biruke, on 03 December 2012 - 05:27 AM, said:
because in this game we can aim at what we want to explode.
Having a pair of giant catapult sized ears to shoot off that cause the side torso to explode would make killing the cat very easy.
#33
Posted 03 December 2012 - 05:35 AM
Redshift2k5, on 03 December 2012 - 05:18 AM, said:
And when they are destroyed damage will funnel into LT and RT or...
That basically just leaves same problem as making the entire pod as LT and RT.
Sifright, on 03 December 2012 - 05:29 AM, said:
It's also why the mech designs are ridiculous for a real combat environment none of them are built to reduce silhouette profile and size.
Storm Crow and Mad Dog both look like they could be real.
Edited by shabowie, 03 December 2012 - 05:37 AM.
#35
Posted 03 December 2012 - 05:42 AM
I'm not a TT player.
But from discussions with my clanmates I know that the clan mechs are much stronger on the offense and also faster than IS mechs. Where the clans didn't improve much is the defensive capabilities.
If I recall correctly, they somewhat worked on FF armor, AMS and ECM, but that's it.
So the OP is right, clan mechs may be able to cause a lot of pain but they will die just about as fast.
#36
Posted 03 December 2012 - 05:43 AM
#37
Posted 03 December 2012 - 06:00 AM
But what am I saying?? Death to all clanners!!! D:<
#38
Posted 03 December 2012 - 06:04 AM
Bluescuba, on 03 December 2012 - 05:26 AM, said:
Joe, I do 3d modelling there is no way I would build the launchers connected to the side torso, it is counterintuitive. In any event when the launcher is destroyed the mech would lose its arm and the excess damage would move into the side torso in accordance with the current mechanic.
Well as one who has made many Timber Wolf Minins, I won't argue with what you know to much, but The Missile pods attach to the torso then the arm is attached to the pod. So it technically is torso mounted.


#39
Posted 03 December 2012 - 06:39 AM
Quote
I seriously doubt there will be omnipods in MWO. Because it defeats the whole purpose of having variants. If you gave two omnislots to a Madcat Prime, it would basically be able to have the same weapon loadout as all the other Madcat variants.
As for the Madcat being easy to kill, I dont think thats true, because remember you need to destroy 3 engine slots to destroy a mech. Clan XL engines only have 2 slots per side torso.
Edited by Khobai, 03 December 2012 - 06:42 AM.
#40
Posted 03 December 2012 - 06:46 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users