Author Topic: BA Grappling Hook Timeline  (Read 978 times)

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Offline PlanetPerfecto

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BA Grappling Hook Timeline
« on: June 29, 2010, 09:33:25 AM »
Long time fan here from shacknews - first time posting.

I was wondering when we can expect to see the Battle Armor grapple - I did a cursory search but didn't notice much in regards to timeline. My assumption is that it will arrive in 0.4.0, but I'm hoping we can test it earlier than that. Yeah, I'm a Battle Armor/Elemental whore.  8)

This is the best mod I've ever had the pleasure of playing - moreso than CounterStrike, even Loki's Minions for Quake II. I hope you guys are able to release this on Steam at some point, ala Red Orchestra, and make a lot of money. Until then, I'll continue to evangelize as much as I can on the Shack.

Offline Snowball

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Re: BA Grappling Hook Timeline
« Reply #1 on: June 29, 2010, 09:48:13 AM »
Hey there, and welcome.

The grapple is a neat idea, but as some devs have hinted at, the 0.4.0 patch will mostly be focused on the port to Crysis Wars in the hopes of resolving several engine and netcode bugs that have plagued the beta releases.  With the migration, the mod will hopefully enjoy a much more stable and efficient platform, as well as an overall improved online experience.  The earliest we can probably expect a bunch of new content will probably be 0.5.0 (though that's not to say some things might sneak in with the 0.4.0 release).

As for the grapple being implemented, there's been no real discussion of it on these forums, thought the inclusion of the BA claw has been debated over and over again.  Some of the issues in regards to this have been collision detection, as apparently the claw existed in alpha versions of the game but was removed due to conflicts with other assets, so we'll probably only see it's inclusion sometime in the future, and probably not anytime soon, unfortunately.

Glad that you're having so much fun with the mod, and don't forget to explore the Wiki for even more information about MWLL.  Some articles are still out of date on account of the massive 0.3.0 release, but it still serves as an excellent resource.

Oh, and before you can ask, no one knows when 0.4.0 is going to come out  ;)  The next scheduled update will be the 0.3.2 hotfix patch, which also doesn't have a set release date.
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Offline PlanetPerfecto

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Re: BA Grappling Hook Timeline
« Reply #2 on: June 29, 2010, 10:25:36 AM »
Perfect. Thanks for the speedy and informative reply my good man.  Not to worry, I know better than to ask when 0.4.0's coming out :)

Added a thank you to your profile.

Offline Virt

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Re: BA Grappling Hook Timeline
« Reply #3 on: June 29, 2010, 12:36:06 PM »
I'm dreading the advent the Claw.

BAs already verge on 'super units' in this game.    They are often invisible to radar, they are highly nimble, they can make use of cover too small for mechs and tanks, they are hard to see, and of late, they carry a cheaply priced weapon which does very significant damage to vehicles.    While a skilled BA can be difficult to fight against, an attack by a group of them - and I'm seeing this more frequently, as the number of people who prefer to play solely as BA - is pretty much impossible to deal with.

I accept that for gameplay reasons BAs need to be more powerful than BT canon would have had them.    And while I don't agree with it, I accept that in this game, vehicle pilots will always get a second life by ejecting as an armed BA.

However, if/when the devs also give BAs a claw which means they can attach to a Mech, which cannot then defend itself ... well, I think that will tip the nature of game very significantly towards a Tribes-like experience, and away from armored combat.   

Unless, that is, the devs also introduce a purchasable anti-personnel pod as a counter, at the same time they introduce the Claw.   That could even the odds a bit.
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Offline Snowball

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Re: BA Grappling Hook Timeline
« Reply #4 on: June 29, 2010, 01:15:51 PM »
*snip

Interesting opinion, but this isn't really the thread for it.  If you've got more ideas for balance in regards to the implementation of BA in MWLL, starting a new thread in either General Discussion boards or in the Ideas and Suggestions boards might be a better idea and garner more attention.

@ PlanetPerfecto: glad I could help  :)
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Re: BA Grappling Hook Timeline
« Reply #5 on: June 29, 2010, 01:18:44 PM »
I dont think its super units... Its more like super pilots.
Chances are, if I guy is pretty decent in a mek, or anything else, he will <could> be damn dangerous as a BA too.

BA deserve respect... You cant ignore those dots on the radarwhen theyre there.

THey DO die.. easily when you throw fire at em.. and IMO the ballance is right on ... THe only map they have a scary advantage is extremity. In which case if your having a problem with them, running is a good idea.
~S~

Offline Virt

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Re: BA Grappling Hook Timeline
« Reply #6 on: June 29, 2010, 02:02:25 PM »
Interesting opinion, but this isn't really the thread for it. 
My comments on the impact of giving BA's claws, with accompanying rationale on why I think they will tip the balance of the game, and how to add a counter to the claw, aren't appropriate in a thread entitled "BA Grappling Hook Timeline"....?!

EDIT:  Oh, wait.    Is the OP's question about a device other than the Claw?    I thought by "Grappling Hook" the OP actually meant the Claw.    But if it's a different device altogether, then yeah, fair enough, I'm off on a tangent.
« Last Edit: June 29, 2010, 02:11:19 PM by Virt »
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Offline (TLL) Zeh

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Re: BA Grappling Hook Timeline
« Reply #7 on: June 29, 2010, 02:29:21 PM »
It's the same thing, but his point was this is a "When is blank coming out?" thread.  I don't think your post is tooo off topic, but there's already plenty of places for us non-claw-fans to post our opinions.

Offline ~SJ~ Xarg Talasko

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Re: BA Grappling Hook Timeline
« Reply #8 on: June 29, 2010, 02:42:43 PM »
HHHHHHHHHHNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH....


That is all.


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Offline (TLL)CapperDeluxe

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Re: BA Grappling Hook Timeline
« Reply #9 on: June 29, 2010, 03:08:31 PM »
Virt I wouldn't worry too much about the claw being some super powerful thing. Here's my guesses on counters to it:

1. When a BA is clawed onto a mech, it can only remain in one position. This means it should be easy for a teammate to laser it off without causing too much collateral to the friendly mech

2. Mech mounted Anti-BA pods, not sure if these have actually been planned but would certainly be a good counter.

3. Crysis Wars. Better performance means it should be easier to hit BAs

4. Mech crotch



But as I recall the devs have stated that its not likely any major new features will be in for 0.4.0, though they haven't ruled out new assets that get developed in that time, such as maps or maybe mechs, but obviously no guarantees on that.
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Offline Virt

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Re: BA Grappling Hook Timeline
« Reply #10 on: June 29, 2010, 03:21:58 PM »
4. Mech crotch

Sounds like a nasty condition ;)
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Offline MerfMerf

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Re: BA Grappling Hook Timeline
« Reply #11 on: June 29, 2010, 03:34:47 PM »
4. Mech crotch

Sounds like a nasty condition ;)

Its fatal.

/Merf - Nasty indeed.

Offline ~SJ~ Xarg Talasko

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Re: BA Grappling Hook Timeline
« Reply #12 on: June 29, 2010, 03:40:21 PM »
Too many sharp turns and falls grinding away at the.... parts?


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Offline =KoS=toasterpastries

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Re: BA Grappling Hook Timeline
« Reply #13 on: June 29, 2010, 07:54:24 PM »
The heat build-up makes that general area a bit swampy at times. The smell alone is bad enough to kill a BA off it's guard.
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Offline Dirg

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Re: BA Grappling Hook Timeline
« Reply #14 on: June 29, 2010, 08:10:32 PM »
Not to wander to terribly far but a major reason mechs with hands exist is to play "get the last little bit  of the toothpaste out" with BA ;) *squishysquishy*