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The Timber Wolf In Mwo... Easy Kill?


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#21 Redshift2k5

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Posted 03 December 2012 - 05:15 AM

but are the missile racks omnipods? Can you remove them to reduce your profile (and spend the weight elsewhere)?

#22 shabowie

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Posted 03 December 2012 - 05:15 AM

I'm tempted to go dig in the attic now for the tro. I'm pretty sure the timber wolf and mad dog had the missile pods in the lt/rt.

Nm somebody already posted the info.

Edited by shabowie, 03 December 2012 - 05:19 AM.


#23 Nathan Xain

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Posted 03 December 2012 - 05:16 AM

View PostJings, 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 Bluescuba

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Posted 03 December 2012 - 05:16 AM

View PostStrum Wealh, on 03 December 2012 - 05:08 AM, said:

Nope - the missile racks are part of the side-torsos; it can be seen on the BT record sheet (viewable here).
Posted Image

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.

#25 potatoparrot

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Posted 03 December 2012 - 05:17 AM

View PostNathan Xain, on 03 December 2012 - 05:16 AM, said:

Surely when it was introduced into TT that would have caused similar issues?


In TT the missile racks are simply its LT and RT and they weren't "glaring targets" due to the dice not being that great with the aim.

#26 Redshift2k5

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Posted 03 December 2012 - 05:18 AM

I think having them as seperate hit location is reasonable; it will also mean less armor overall(same total over more areas) giving it a further disadvantage to offset it omgwtfbbq firepower.

#27 Joseph Mallan

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Posted 03 December 2012 - 05:21 AM

Blue it is clear to my eyes that the Missile Pods are not arm mounted. The Pods are attached to the torso above the shoulder, so I guess it is a bit more subjective that you first considered.

#28 Sam Slade

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Posted 03 December 2012 - 05:26 AM

Make the missiles side torsos... that thing can carry more weapons then... something huge and dangerous... give it some weakness.

#29 FrostPaw

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Posted 03 December 2012 - 05:26 AM

View PostNathan Xain, on 03 December 2012 - 05:16 AM, said:

Surely when it was introduced into TT that would have caused similar issues?


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 Bluescuba

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Posted 03 December 2012 - 05:26 AM

View PostJoseph Mallan, on 03 December 2012 - 05:21 AM, said:

Blue it is clear to my eyes that the Missile Pods are not arm mounted. The Pods are attached to the torso above the shoulder, so I guess it is a bit more subjective that you first considered.


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 Biruke

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Posted 03 December 2012 - 05:27 AM

cats are not an easy kill. why should something having additionally a pair of arms (lower than the missile pods) be more vulnerable?

#32 Sifright

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Posted 03 December 2012 - 05:29 AM

View PostFrostPaw, 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.

View PostBiruke, on 03 December 2012 - 05:27 AM, said:

cats are not an easy kill. why should something having additionally a pair of arms (lower than the missile pods) be more vulnerable?


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 shabowie

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Posted 03 December 2012 - 05:35 AM

View PostRedshift2k5, on 03 December 2012 - 05:18 AM, said:

I think having them as seperate hit location is reasonable; it will also mean less armor overall(same total over more areas) giving it a further disadvantage to offset it omgwtfbbq firepower.


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.

View PostSifright, 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.


#34 Redshift2k5

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Posted 03 December 2012 - 05:35 AM

View Postshabowie, on 03 December 2012 - 05:33 AM, said:

And when they are destroyed damage will funnel into LT and RT or...


when destroyed they should fall off :)

#35 Nightfangs

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Posted 03 December 2012 - 05:42 AM

Making the misslepods part of the sidetorsos would be a very stupid design choise. PGI won't make that mistake.

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 Biruke

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Posted 03 December 2012 - 05:43 AM

;et them make it like when you shoot the ears, you cripple the missile launchers, not the whole torso.

#37 Cebi

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Posted 03 December 2012 - 06:00 AM

The game already has support for separate shoulder components (a bug causes all the locations on the sensor models to show up). I would be surprised if these weren't used.

But what am I saying?? Death to all clanners!!! D:<

#38 Joseph Mallan

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Posted 03 December 2012 - 06:04 AM

View PostBluescuba, 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 Khobai

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Posted 03 December 2012 - 06:39 AM

Quote

but are the missile racks omnipods? Can you remove them to reduce your profile (and spend the weight elsewhere)?


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 Joseph Mallan

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Posted 03 December 2012 - 06:46 AM

That is the point of an Omnimech. One chassis, multiple variants. It's the Pods that are changed to give you a Prime or Bravo variant.





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