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@pgi - Will The Cataphract's Arms Be Addressed?


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#1 Aegis Kleais

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Posted 19 December 2012 - 07:18 PM

I have vested a lot of time into the Cataphract, having played the Hunchback until the CTF was available for purchase. It has been a great chassis that allows for decent weapons placement into the arms and powerful weapons in the torso.

However 2 recent restrictions are significantly reduced the value of the Mech.

1. The arm range restriction. Is PGI planning on adjusting the model to allow for restored range of momvement? The introduction of the restricted range actually introduced a bug that causes a loose and floating reticule under certain commonly-occurring circumstances in battle that makes the limited range not the only issue.

If you are not planning on addressing this, would PGI entertain the thought of increasing some other specs of the chassis to compensate for this? Personally, I'd like to see the turn and torso twist speed increased since the weapons I placed on my arms for inside shots now require me to halve my speed, keeping me in the reticule of my enemy and reducing my combat effectiveness.

2. The recent reduction in power to the jump jets (CTF uses Class III) has made me re-spec out my config to remove them since they do not afford me the same maneuverability.

I understand the ever-changing nature of Betas, but can't help but see this fault as one of the team's (there's no canon about the CTF models having restricted arm range, so an adjusted model seems like it might just be the easiest way to kill 2 birds with one stone).

Anyways, those are my two main points. Even after popping a nice 340XL into the CTF, I have to significantly reduce my speed even more so to get my arm-mounted weapons on target, to the point it pretty much nullifies the speed afforded when dueling as well.

#2 Thunder Lips Express

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Posted 19 December 2012 - 07:39 PM

Oh I didn't notice they reduced the arm range, when did they do that, this week's patch?

#3 Ryvucz

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Posted 19 December 2012 - 07:41 PM

View PostEcliptor, on 19 December 2012 - 07:39 PM, said:

Oh I didn't notice they reduced the arm range, when did they do that, this week's patch?


They did it the patch following its release to address a clipping into the torso issue.

#4 Felbombling

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Posted 19 December 2012 - 07:44 PM

I have four Mechs total, a Commando 2D and three Cataphracts. I understand why the arm movements have been toned down, but what I cannot understand is why the torso twist range would not be improved to help compensate for the reduced arm swing at the time of the change. I would guess that the firing arc for the Cataphract with the current torso twist range makes it the worst Mech for total targeting arc of any and all chassis. Certainly the Catapult is much, much better overall as compared to the Cataphract.

As for the Jump Jets, I'm ok with the changes. It will hinder every single Mech out there that got compfy using 1 Jump Jet for full effect of multiple Jump Jets with the old bug.

#5 Saint Rigid

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Posted 19 December 2012 - 07:57 PM

+1 for speaking your mind THOUGHTFULLY

Good Luck Comrade,
-The Brass Boar

#6 Aegis Kleais

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Posted 19 December 2012 - 08:21 PM

View PostStaggerCheck, on 19 December 2012 - 07:44 PM, said:

As for the Jump Jets, I'm ok with the changes. It will hinder every single Mech out there that got compfy using 1 Jump Jet for full effect of multiple Jump Jets with the old bug.

Just to clarify, my beef with the JJ is that they made them less powerful. I was running 4/4 JJs on my Phract before and now they just don't give the same lift/distance. I found myself not getting onto cliff's I used to anymore. I'm more than happy that the "1 JJ = All JJs" thing was fixed. :wub:

#7 Mr 144

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Posted 19 December 2012 - 08:25 PM

http://mwomercs.com/...d-arm-movement/

A rather extensive Thread on this vey subject...no answer on PMs...no comments anywhere by any Devs...nothing...nada...doubt it will be changed.

Mr 144

#8 Levi Porphyrogenitus

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Posted 19 December 2012 - 08:40 PM

Would really like to see torso twist range boosted to compensate for the arms. Don't think every variant suffers from this though (the 4X shouldn't, right?), but certainly the ones that do need some kind of tweak to twist range.

#9 Aegis Kleais

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Posted 20 December 2012 - 06:45 AM

The loose reticule bug occurs much more frequently when the torso is near its max twist, so as I go into duels with the enemy, my cursors start going crazy (probably a by product of the custom restricted arm range) and it makes fighting even MORE difficult.

Because of this, I've had to attempt to face enemies from longer ranges. This makes it much harded to peek and shoot from behind cover and then pull back into cover.

The current "fix" is very inelegant and riddled with issues.

With the Atlas having a ballistic in its right torso but closer to its hip, and the newly-announced Orion having a large ballistic bore in its right torso, either the Orion will have the same restriction in place or there's no reason why the CTF model couldn't be adjusted to prevent clipping in the first place.

But yeah, the silence on the issue is kinda odd. Sometimes, even if the answer you get is heart breaking, at least HAVING the official answer is closure. Sadly, if "it is how it will be", then I'm going to have to wait until the Orion gets into game before I can get a capable Heavy to pilot (or course, it might get the same treatment due to model similarities)





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