Oh yeah yesterday with Ask the Dev was that odd answer about the diaper on Atlases when he went on about legging. He apologized and gave a real answer later on, found it on Reddit.
Question 5 - WTHeck happened there? I was distracted reading a different question about leg destruction and how that person hated it. I typed out an answer and moved on to the next question not noting which document I had open. My apologies.
We are doing a summary revisit of hitboxes on ALL BattleMechs. We are going though making sure that scale and positioning of all hitboxes are consistent across all chassis in the game. Some anomalies noted are exactly what CarrionCrow is talking about. We've also found the discrepancies in what counts as a head hit vs. CT. I've asked the team to look deeply into these discrepancies and we will be releasing the fixes over the next few patches. A polygon here or there can make a huge difference in the game and I will be taking a more active role in vetting what has been fixed or not in terms of hit boxes. This includes looking into front/rear damage when dealing with any given Mech pelvis area.
Again, sorry for the miscommunication and I'll fully accept the kick to the pelvis area some of you have dished out.
Oh yeah yesterday with Ask the Dev was that odd answer about the diaper on Atlases when he went on about legging. He apologized and gave a real answer later on, found it on Reddit.
Question 5 - WTHeck happened there? I was distracted reading a different question about leg destruction and how that person hated it. I typed out an answer and moved on to the next question not noting which document I had open. My apologies.
We are doing a summary revisit of hitboxes on ALL BattleMechs. We are going though making sure that scale and positioning of all hitboxes are consistent across all chassis in the game. Some anomalies noted are exactly what CarrionCrow is talking about. We've also found the discrepancies in what counts as a head hit vs. CT. I've asked the team to look deeply into these discrepancies and we will be releasing the fixes over the next few patches. A polygon here or there can make a huge difference in the game and I will be taking a more active role in vetting what has been fixed or not in terms of hit boxes. This includes looking into front/rear damage when dealing with any given Mech pelvis area.
Again, sorry for the miscommunication and I'll fully accept the kick to the pelvis area some of you have dished out.
Part of the problem with the new map is that the entire thing is grey. They could easily make the buildings at least look sterotypically spacy and have them be white with gold accents on some space panels for space things. In MW4 in one of the expansions they compensated for the monochrome tendencies of moon fights by having colored crystal formations come out of the ground. It's fine to have grey be a dominant colour because of the location but it definitely needs to be broken up with some colour splashes.
I think if they wanted to they could have the grey on buildings settled regolith that gets knocked off when we walk buy and sits in the air once we have walked past.
Here is the build or real close, pretty sure it doesn't have dual lrm 5s but OBN gave me the crit slots. Could cut down the weight on the legs for the extra ton of ammo if you want. Like my Battlemasters it isn't weight that kills me it is crit slots on the thing. A lot of the phoenix mechs have me stacking double heatsinks on them more than a lot of my old mechs.
After the initial locust hate that I (and others) had, the little guys are really starting to grow on me. I've had my fair share of sub 100 DMG matches, but all of them were my fault. The most common deaths have been turning a blind corner and running into a blob or not bugging out of a bad situation fast enough.
Good matches seem to follow a progression:
Phase 1 - initial scouting/capping. Stay on the outside of the maps and find the enemy team and get locks for the lrm boats.
Phase 2a - hunt isolated lrm boats, de-leg and go for ammo crits in the leg. Helps the team by stopping the rain.
Phase 2b - brawl hit and run. While the big guys are duking it out run through the back of the enemy line and try to make them chase you, every second they aren't focusing on your pals is a momentary win for the team. Make sure you have your run planned and escape route identified. I typically plink 3-4 guys on each run.
Phase 3 - clean up. Time to feast on the yummy internals of wounded and isolated.
Basically - you have to play as a vulture and a backstabber. Unlike Jenners you can't commit to a fight, because your armor is tissue thin.
I, for one, will be disappointed if the Moon map is "cold" and not "incredibly hot because there's no air to vent your heat into."
I full expect to be disappointed.
I think TT says heat sinks vent via radiation to handwave this away. In any case, heat for aerospace fighters is the same as for 'Mechs, probably for convenience more than science, so theoretically it should be a standard heat level.
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I, for one, will be disappointed if the Moon map is "cold" and not "incredibly hot because there's no air to vent your heat into."
I full expect to be disappointed.
I think TT says heat sinks vent via radiation to handwave this away. In any case, heat for aerospace fighters is the same as for 'Mechs, probably for convenience more than science, so theoretically it should be a standard heat level.
Well, this makes as much sense from a physics perspective as the comically low weights that Mechs have.
+2
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
After the initial locust hate that I (and others) had, the little guys are really starting to grow on me. I've had my fair share of sub 100 DMG matches, but all of them were my fault. The most common deaths have been turning a blind corner and running into a blob or not bugging out of a bad situation fast enough.
Good matches seem to follow a progression:
Phase 1 - initial scouting/capping. Stay on the outside of the maps and find the enemy team and get locks for the lrm boats.
Phase 2a - hunt isolated lrm boats, de-leg and go for ammo crits in the leg. Helps the team by stopping the rain.
Phase 2b - brawl hit and run. While the big guys are duking it out run through the back of the enemy line and try to make them chase you, every second they aren't focusing on your pals is a momentary win for the team. Make sure you have your run planned and escape route identified. I typically plink 3-4 guys on each run.
Phase 3 - clean up. Time to feast on the yummy internals of wounded and isolated.
Basically - you have to play as a vulture and a backstabber. Unlike Jenners you can't commit to a fight, because your armor is tissue thin.
It is a totally different play style.
Please, please, please, anyone that's piloting a Locust with any seriousness: DO THIS. This is how it's done proper.
I, for one, will be disappointed if the Moon map is "cold" and not "incredibly hot because there's no air to vent your heat into."
I full expect to be disappointed.
I think TT says heat sinks vent via radiation to handwave this away. In any case, heat for aerospace fighters is the same as for 'Mechs, probably for convenience more than science, so theoretically it should be a standard heat level.
Well, this makes as much sense from a physics perspective as the comically low weights that Mechs have.
As a mechanical engineer who has studied and works with heat transfer I have to say the radiation thing is pretty hilarious. I know, I know, science fiction.
After the initial locust hate that I (and others) had, the little guys are really starting to grow on me. I've had my fair share of sub 100 DMG matches, but all of them were my fault. The most common deaths have been turning a blind corner and running into a blob or not bugging out of a bad situation fast enough.
Good matches seem to follow a progression:
Phase 1 - initial scouting/capping. Stay on the outside of the maps and find the enemy team and get locks for the lrm boats.
Phase 2a - hunt isolated lrm boats, de-leg and go for ammo crits in the leg. Helps the team by stopping the rain.
Phase 2b - brawl hit and run. While the big guys are duking it out run through the back of the enemy line and try to make them chase you, every second they aren't focusing on your pals is a momentary win for the team. Make sure you have your run planned and escape route identified. I typically plink 3-4 guys on each run.
Phase 3 - clean up. Time to feast on the yummy internals of wounded and isolated.
Basically - you have to play as a vulture and a backstabber. Unlike Jenners you can't commit to a fight, because your armor is tissue thin.
It is a totally different play style.
Please, please, please, anyone that's piloting a Locust with any seriousness: DO THIS. This is how it's done proper.
This is basically how you're supposed to pilot every Light mech. Unfortunately for the Locust, pretty much every other Light mech can do it better
+3
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
After the initial locust hate that I (and others) had, the little guys are really starting to grow on me. I've had my fair share of sub 100 DMG matches, but all of them were my fault. The most common deaths have been turning a blind corner and running into a blob or not bugging out of a bad situation fast enough.
Good matches seem to follow a progression:
Phase 1 - initial scouting/capping. Stay on the outside of the maps and find the enemy team and get locks for the lrm boats.
Phase 2a - hunt isolated lrm boats, de-leg and go for ammo crits in the leg. Helps the team by stopping the rain.
Phase 2b - brawl hit and run. While the big guys are duking it out run through the back of the enemy line and try to make them chase you, every second they aren't focusing on your pals is a momentary win for the team. Make sure you have your run planned and escape route identified. I typically plink 3-4 guys on each run.
Phase 3 - clean up. Time to feast on the yummy internals of wounded and isolated.
Basically - you have to play as a vulture and a backstabber. Unlike Jenners you can't commit to a fight, because your armor is tissue thin.
It is a totally different play style.
Please, please, please, anyone that's piloting a Locust with any seriousness: DO THIS. This is how it's done proper.
Eh, I still hate the Locust. Their success basically requires that somebody just not see you or is shooting at somebody else for your entire approach; all it takes is one semi-decent light to notice the Locust and zap, game over in a handful of seconds. And if something with a heavy arsenal gets part of one decent shot, it's over even faster. Their max armor is just too low to be enjoyably effective in the current game, without making an excess of extra work for yourself. All that stuff is pretty normal light procedure, but with the added bonus that a casual glance from anything with a real arsenal puts the Locust face-first in the dirt.
I mean, I don't even see Locusts make it to the main stage of combat. They get picked off by other lights early, or spend the whole match way the hell off somewhere else so they don't get shot. Shots that even other lights can shake off kill Locusts, and you have to equip weaponry that puts you in the Death Zone of every mech in the game.
To be honest, it genuinely irritates me to have a Locust on my team, because either they'll cap the whole match or almost universally be dead before doing anything worthwhile. Locusts are just lousy for the game the way it is, and shouldn't even have been released until we got things like weight balancing or had the (idiotically) discarded multi-mech-drop system where a weight budget was valuable. I would bet you money that the plans for the Phoenix mechs were laid down long before PGI decided it was too much work to deliver on what they said they were going to do, which is why we ended up with a mech that would make for a great lightweight scout for weight-restricted games but is a coffin in the current lazy, assault-oriented, deathmatch-esque system system.
Twitter posts have hinted at more detailed stats coming our way in the future.
I really wish i had a list of every player that has killed me or i have killed and a tally of how many times.
Twitter posts have hinted at more detailed stats coming our way in the future.
I really wish i had a list of every player that has killed me or i have killed and a tally of how many times.
So like Team Fortress 2 Dominating/Revenge? (Semi serious.)
Twitter posts have hinted at more detailed stats coming our way in the future.
I really wish i had a list of every player that has killed me or i have killed and a tally of how many times.
So like Team Fortress 2 Dominating/Revenge? (Semi serious.)
Why isnt there a mechlab that works on mobile devices?! Want to mess with builds while at work and my only access is on my phone since the DoD locks down EVERYTHING...
I'm late to the party with this, but god the new map looks awful.
The uniform greyness of it is so bland and ugly, and the greebled Death Star/Borg cube surfaces covering everything make absolutely no sense. Why would you design your base to be completely unnavigable by wheeled or tracked maintenance vehicles by covering every surface with uneven blocks? Why would you leave conduits and piping completely exposed to meteoroid impacts?
Why does it have to be gray just because it's on a moon, anyway? Because Earth's moon is gray they assume every other moon of every other planet in the Inner Sphere is too? Show some creativity, that isn't even true in our solar system. Blah.
After the initial locust hate that I (and others) had, the little guys are really starting to grow on me. I've had my fair share of sub 100 DMG matches, but all of them were my fault. The most common deaths have been turning a blind corner and running into a blob or not bugging out of a bad situation fast enough.
Good matches seem to follow a progression:
Phase 1 - initial scouting/capping. Stay on the outside of the maps and find the enemy team and get locks for the lrm boats.
Phase 2a - hunt isolated lrm boats, de-leg and go for ammo crits in the leg. Helps the team by stopping the rain.
Phase 2b - brawl hit and run. While the big guys are duking it out run through the back of the enemy line and try to make them chase you, every second they aren't focusing on your pals is a momentary win for the team. Make sure you have your run planned and escape route identified. I typically plink 3-4 guys on each run.
Phase 3 - clean up. Time to feast on the yummy internals of wounded and isolated.
Basically - you have to play as a vulture and a backstabber. Unlike Jenners you can't commit to a fight, because your armor is tissue thin.
It is a totally different play style.
Please, please, please, anyone that's piloting a Locust with any seriousness: DO THIS. This is how it's done proper.
Eh, I still hate the Locust. Their success basically requires that somebody just not see you or is shooting at somebody else for your entire approach; all it takes is one semi-decent light to notice the Locust and zap, game over in a handful of seconds. And if something with a heavy arsenal gets part of one decent shot, it's over even faster. Their max armor is just too low to be enjoyably effective in the current game, without making an excess of extra work for yourself. All that stuff is pretty normal light procedure, but with the added bonus that a casual glance from anything with a real arsenal puts the Locust face-first in the dirt.
I mean, I don't even see Locusts make it to the main stage of combat. They get picked off by other lights early, or spend the whole match way the hell off somewhere else so they don't get shot. Shots that even other lights can shake off kill Locusts, and you have to equip weaponry that puts you in the Death Zone of every mech in the game.
To be honest, it genuinely irritates me to have a Locust on my team, because either they'll cap the whole match or almost universally be dead before doing anything worthwhile. Locusts are just lousy for the game the way it is, and shouldn't even have been released until we got things like weight balancing or had the (idiotically) discarded multi-mech-drop system where a weight budget was valuable. I would bet you money that the plans for the Phoenix mechs were laid down long before PGI decided it was too much work to deliver on what they said they were going to do, which is why we ended up with a mech that would make for a great lightweight scout for weight-restricted games but is a coffin in the current lazy, assault-oriented, deathmatch-esque system system.
I absolutely agree that in the current death match no weight limit mode Locusts are handicapped. Really anything non-ddc is if you want to look at it from the min-max meta. If weight matching does come into play 2 locust over 2 other lights saves anywhere from 10-40 tons, which should be enough to upgrade a heavy to an assault.
Jenners certainly have more staying power, and spiders have their magic hit box armor. There is useful fun to be had in the LCV though.
Now awful pubbies in one can rightly DIAF, they are useless.
Honestly, I don't think stacking assaults is the best way to go just yet. Having a pair of light mechs gives you a very strong early and late game, and no assault can mount dual gauss or AC20s, which do have their own niche. I want weight limits/matching not to limit assaults (although that would be a side effect) but to increase the worth of the medium class.
Posts
I run Johnny Gatlas and that sir is no Johnny Gatlas
though honestly it may hit harder
http://mwomercs.com/forums/topic/140119-ask-the-devs-49-answered/page__st__200__p__2860005#entry2860005
Please tell me the wolfs dragoons thing was a joke. Please.
I assume loyalty points decrease over time though.
Annihilator? Joke.
Special skin? True.
Here's a photo of Mazzyx in his Thunderbolt, moments before I got murdered and he went on to carry our team to victory.
I love the TDRs, good twisting lets me spread my damage all over the thing.
Shit. They're gonna change my Centurions.
...and maybe fix spiders? I guess we can hope.
Our mechs could get dusty.
These are dreams I know.
Aside from crimson most of the maps are super monochromatic anyway and people seem to like those fine
that's why we call it the struggle, you're supposed to sweat
Steam ID: Obos Vent: Obos
EDIT: First two games of the day are alpine. Fucking kill me.
Was it you who took the shot of three of us in Battlemasters? I'm itching to see that shot. Please put it up asap!
@Mazzyx,
What was your Thunderbolt build? I think I remember XL300, LRM5, LB10-X, PPC, 3xMLas. Could you post it?
I full expect to be disappointed.
Here is the build or real close, pretty sure it doesn't have dual lrm 5s but OBN gave me the crit slots. Could cut down the weight on the legs for the extra ton of ammo if you want. Like my Battlemasters it isn't weight that kills me it is crit slots on the thing. A lot of the phoenix mechs have me stacking double heatsinks on them more than a lot of my old mechs.
[TDR-5S]: LB10X, 3xMLAS, 2xLRM5, AMS, PPC, 300XL, DHS, Endo
Good matches seem to follow a progression:
Phase 1 - initial scouting/capping. Stay on the outside of the maps and find the enemy team and get locks for the lrm boats.
Phase 2a - hunt isolated lrm boats, de-leg and go for ammo crits in the leg. Helps the team by stopping the rain.
Phase 2b - brawl hit and run. While the big guys are duking it out run through the back of the enemy line and try to make them chase you, every second they aren't focusing on your pals is a momentary win for the team. Make sure you have your run planned and escape route identified. I typically plink 3-4 guys on each run.
Phase 3 - clean up. Time to feast on the yummy internals of wounded and isolated.
Basically - you have to play as a vulture and a backstabber. Unlike Jenners you can't commit to a fight, because your armor is tissue thin.
It is a totally different play style.
I think TT says heat sinks vent via radiation to handwave this away. In any case, heat for aerospace fighters is the same as for 'Mechs, probably for convenience more than science, so theoretically it should be a standard heat level.
Well, this makes as much sense from a physics perspective as the comically low weights that Mechs have.
Please, please, please, anyone that's piloting a Locust with any seriousness: DO THIS. This is how it's done proper.
As a mechanical engineer who has studied and works with heat transfer I have to say the radiation thing is pretty hilarious. I know, I know, science fiction.
Yo dawg, we heard you had too many lasers, so we used lasers to cool your lasers.
I don't feel at all that 90% of the time, any locusts on your team are essentially "free kills" for the other team.
Nope not me.
"Oh what a day, what a LOVELY DAY!"
This is basically how you're supposed to pilot every Light mech. Unfortunately for the Locust, pretty much every other Light mech can do it better
Eh, I still hate the Locust. Their success basically requires that somebody just not see you or is shooting at somebody else for your entire approach; all it takes is one semi-decent light to notice the Locust and zap, game over in a handful of seconds. And if something with a heavy arsenal gets part of one decent shot, it's over even faster. Their max armor is just too low to be enjoyably effective in the current game, without making an excess of extra work for yourself. All that stuff is pretty normal light procedure, but with the added bonus that a casual glance from anything with a real arsenal puts the Locust face-first in the dirt.
I mean, I don't even see Locusts make it to the main stage of combat. They get picked off by other lights early, or spend the whole match way the hell off somewhere else so they don't get shot. Shots that even other lights can shake off kill Locusts, and you have to equip weaponry that puts you in the Death Zone of every mech in the game.
To be honest, it genuinely irritates me to have a Locust on my team, because either they'll cap the whole match or almost universally be dead before doing anything worthwhile. Locusts are just lousy for the game the way it is, and shouldn't even have been released until we got things like weight balancing or had the (idiotically) discarded multi-mech-drop system where a weight budget was valuable. I would bet you money that the plans for the Phoenix mechs were laid down long before PGI decided it was too much work to deliver on what they said they were going to do, which is why we ended up with a mech that would make for a great lightweight scout for weight-restricted games but is a coffin in the current lazy, assault-oriented, deathmatch-esque system system.
MW4 had some god damn fantastic moon fights.
I really wish i had a list of every player that has killed me or i have killed and a tally of how many times.
So like Team Fortress 2 Dominating/Revenge? (Semi serious.)
Never played TF2.... Sooooo dunno?
The uniform greyness of it is so bland and ugly, and the greebled Death Star/Borg cube surfaces covering everything make absolutely no sense. Why would you design your base to be completely unnavigable by wheeled or tracked maintenance vehicles by covering every surface with uneven blocks? Why would you leave conduits and piping completely exposed to meteoroid impacts?
I absolutely agree that in the current death match no weight limit mode Locusts are handicapped. Really anything non-ddc is if you want to look at it from the min-max meta. If weight matching does come into play 2 locust over 2 other lights saves anywhere from 10-40 tons, which should be enough to upgrade a heavy to an assault.
Jenners certainly have more staying power, and spiders have their magic hit box armor. There is useful fun to be had in the LCV though.
Now awful pubbies in one can rightly DIAF, they are useless.
Steam ID: Obos Vent: Obos
That way when you started blasting around whole wedges would be blown off.
Or it could have been a moon with a man's face and you could nuke his eyeball and blood would squirt out all over like a geyser.
Or Robin Willams could be there on the moon as king.