Please Resize The Centurion, Trebuchet, Stalker And Quickdraw
#321
Posted 27 October 2013 - 02:10 PM
#322
Posted 19 December 2013 - 03:41 AM
I think realy Awesome should get a small reduction in scale
#323
Posted 27 December 2013 - 06:34 PM
#324
Posted 29 December 2013 - 12:53 PM
Edited by Steven Dixon, 29 December 2013 - 12:53 PM.
#325
Posted 29 December 2013 - 01:16 PM
#326
Posted 30 December 2013 - 05:36 AM
Thay should resize allmost all meks.
#327
Posted 30 December 2013 - 07:21 AM
Dirus Nigh, on 27 December 2013 - 06:34 PM, said:
Haha, i was waiting for someone to post this. Engines weigh more than the base structure of an Atlas.
Remember, 'Mechs have Ammo storage capacity within the armor. That space, when unoccupied, still takes up space, even if it doesn't add to weight. a 'Mech built with an AC20 in an Arm will have the arm built with the space to accommodate such a weapon, if you take it out, the area may be empty, but the space is there.
Total Weight in MechWarrior is a measure of total mass the frame can hold, thus can't and shouldn't be used to indicate how large a 'Mech should be.
#328
Posted 30 December 2013 - 07:59 PM
#329
Posted 02 January 2014 - 02:49 AM
Krasnopesky, on 30 December 2013 - 07:59 PM, said:
definitely the most important reason.
#330
Posted 20 January 2014 - 04:40 PM
#331
Posted 20 January 2014 - 06:30 PM
Make weapons the same size across different mechs and make all of them visible on mech models (this includes missile launch tubes). If the mech looks as if he's about to fall over or they simply don't fit at all, it probably needs to be bigger. Conversely, if the armament always looks puny, the mech is likely too big.
#332
Posted 07 March 2014 - 11:04 PM
I can't use it the way it is right now and it's almost the only medium mech i can use due to my weird tactics.
#333
Posted 14 March 2014 - 11:37 AM
While we're at it, let's make it so that mechs that are not completely loaded move faster. An XL 360 Atlas loaded to 95ton should shuffle about a bit faster than one loaded to the brim at 100ton.
#334
Posted 15 March 2014 - 11:09 AM
#335
Posted 25 March 2014 - 04:57 AM
Visually resizing the Mech's is not an easy step, as all the "parts" individually need to be adjusted then attached again. Very time concerning. And it may also need referencing some of the obstacles and art work within the environment, as some Mech's will no longer be able to see or shoot over some items they could before. (requires checking all the maps.)
Now what really bothers me is when collision and knock down return, how is this calculated? Is the Mass of the Mech used for what happens when two Mech's collide? If the current size is off how will that effect these calculations?
Additionally, when terrain collision is added, will parts of the Mech's be damaged when pilots drag there weapons through a building or another Mech?
Just saying, as it's not a simple thing to do.
9erRed
#336
Posted 25 March 2014 - 05:52 AM
9erRed, on 25 March 2014 - 04:57 AM, said:
Resizing a 3D model and textures can be extremely easy.
I'll give you the most basic example: the Dawn of War II series. Those games have fairly complex models that can have different weapons attached to them, there are different skins for the armies and there's also an army painter that lets you make them as garish as you wish.
All it took me to make a mod that sets the sizes of SM, IG and various vehicles more "realistic" in relation to each other was editing a couple of values in a lua file. Movement animations still looked perfect, textures and weapons also got re-scaled and fit without problems. The only thing that wasn't so straightforward to adjust were the origin points of weapon flashes and such effects.
I'm not saying it's just as simple, fast and easy in the CryEngine (well, it pretty much is, but we don't know what modifications PGI made on top). I'm fairly certain one artist could do a mech or two a day if they decided to. If anything about it is going to be time consuming, that's testing the changes' effect on gameplay balance.
Your point about mech being able to shoot or see above certain obstacles is a good one. However, if we examine the maps in MWO and the amount of invisible obstacles you hit anyway, I'd say PGI wasn't putting that much thought or priority into it in the first place.
Edited by Bors Mistral, 25 March 2014 - 05:54 AM.
#337
Posted 25 March 2014 - 06:41 AM
I understand the actual sizing may indeed only be a days work for skilled artists.
But there is/are still the add-on systems, weapons that can't be changed in size, so the Mech's actual shapes, designs, might be effected. What fit on a slightly larger Mech, may now stick out the side, back, of the smaller chassis.
- Unless there are many similar systems/weapons from different manufactures, same weapon, different sizes and shapes.
- Is the Luxor Devastator-20 AC20 a different shape and size than the ChemJet Gun 185mm AC20?
- Currently we are only seeing one of each weapon, one of each system, will the "future market" have others?
Bringing up another question, why are the displayed Clan Mech's outfitted with the same shape and design weapons the IS currently have? They have 300yrs additional experience and there own factories to design the ER and other versions. Why do they look the same? Are the artists getting sloppy or just reusing the assets they have.
Just saying,
9erRed
#338
Posted 25 March 2014 - 09:34 AM
I'd say at the moment either each mech already has it's own corresponding set of weapon models, and/or the models that do look alike are already getting scaled on per mech basis. In the end, short of possibly PGI's own skin system for the chassis, adjusting the size of the mechs should be a fairly simple and quick affair. But in the end, short of someone from the staff giving us a confirmation, we can only guess.
#339
Posted 25 March 2014 - 10:43 AM
Bors Mistral, on 25 March 2014 - 09:34 AM, said:
The Griffin is derived from the H8 "Roundfacer" Combat Armor from Dougram; the Zaku line of Mobile Suits is from a completely different (and slightly older) franchise (Gundam originally aired in 1979, while Dougram originally aired in 1981).
That being said, both Dougram and Gundam were produced by the same studio (Sunrise) & both the Roundfacer and the Zaku were designed by the same individual (Kunio Okawara), so it is unsurprising that all three share some design elements.
#340
Posted 22 April 2014 - 11:47 PM
I voted yes, but not for the reasons argued.
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