Why Is The Quickdraw So Big?
#101
Posted 20 June 2013 - 09:37 PM
#102
Posted 20 June 2013 - 10:04 PM
Ghogiel, on 20 June 2013 - 03:57 PM, said:
if the stalker is the right size at 80 tons. then the catapult at its current size 74 tons.
if the catapult is the right size at 65 tons. then the stalker at its current size is 80 tons.
Regardless of which is used as reference point,
the volume difference is only 5 tons worth. and not 15 tons like its supposed to be.
#103
Posted 20 June 2013 - 10:13 PM
DaZur, on 19 June 2013 - 08:26 AM, said:
Ghogiel, on 20 June 2013 - 03:24 PM, said:
DaZur, on 20 June 2013 - 09:06 PM, said:
Actually... and I hope I'm not imposing and if I am...tell me (No one else around here has a problem doing so) can you side-by-side that reduced Cat with the stalker?
This would ultimately help my detractors or prove my hypothesis...
just wanted these side by side..
i want to note that in the first place we did not "dismiss" the volume argument. we took it into consideration. and even with it in account, it still looked wrong. (i mean just look* at it! stalker clearly not big enough, the quickdraw clearly too big by all dimentions)
now we had no numbers at that point.
it was you guys, who was dismissing our arguments that PGI did not take volume into consideration, they did it randomly. it was you guys who clung to the volume argument. Even though by eyeing it was obviously wrong.
and now there are numbers to say that.
The mech scaling in this game is wrong by lore, wrong by precedence, it is wrong by volume, and it is wrong by tonnage.
Edited by Tennex, 20 June 2013 - 10:28 PM.
#104
Posted 20 June 2013 - 10:18 PM
Ghogiel, on 20 June 2013 - 03:57 PM, said:
Nope.
Catapult is more or less a benchmark of mech height from what I know for them, so it's the last one you'd want to be remade.
Also, Stalker kinda has to be small from the front, being a frontline machine with effective quirk being "small front/rear profile" (from TRO:3025).
#105
Posted 20 June 2013 - 10:27 PM
#107
Posted 20 June 2013 - 10:32 PM
Reducing the Cat size by 10% really makes a big difference. I feel we should get the same change with the mediums that are overly large, the Stalker should be enlarged, and the Awesome squished inwards a bit. The Victor is either going to be way too big or seem tiny. My money is on it being the size of a Highlander
#108
Posted 20 June 2013 - 10:39 PM
Morang, on 19 June 2013 - 11:44 AM, said:
really wish we could see some of these dropships in game in the map, like some broken down ones. A landscape full of battle wreckage, it really would help me have a better sense of scale in the game. Currently nothing looks right to me. if you have played warthunder you will know that the maps and landscape look great and give a really good sense of scale. the shapes of the mountains and the patteren rendering does not ever seem to be a copy and paste job (just look at the floor at caustic)
and yes the mech tons and size dont seem to feel right either.
#109
Posted 20 June 2013 - 11:10 PM
King Arthur IV, on 20 June 2013 - 10:39 PM, said:
really wish we could see some of these dropships in game in the map, like some broken down ones. A landscape full of battle wreckage, it really would help me have a better sense of scale in the game. Currently nothing looks right to me. if you have played warthunder you will know that the maps and landscape look great and give a really good sense of scale. the shapes of the mountains and the patteren rendering does not ever seem to be a copy and paste job (just look at the floor at caustic)
and yes the mech tons and size dont seem to feel right either.
There's a few broken up dropships around.
The ridge in Frozen City is a small one, there's even dead mechs inside.
I think there's one or two on Tourmaline as well.
#110
Posted 21 June 2013 - 01:18 AM
One Medic Army, on 20 June 2013 - 11:10 PM, said:
The ridge in Frozen City is a small one, there's even dead mechs inside.
I think there's one or two on Tourmaline as well.
i talking about more .
a landscape that is dictated by wreckage. so much wreckage you cant see the ground beneath you. hills of broken mechs, caves and tunnels made from large dropships, canyons of a broken city, a baron waste land destroyed but formed by the remains of destruction.
all for some oil b!tche5.
#111
Posted 21 June 2013 - 05:14 AM
Tennex, on 20 June 2013 - 10:13 PM, said:
just wanted these side by side..
i want to note that in the first place we did not "dismiss" the volume argument. we took it into consideration. and even with it in account, it still looked wrong. (i mean just look* at it! stalker clearly not big enough, the quickdraw clearly too big by all dimentions)
now we had no numbers at that point.
it was you guys, who was dismissing our arguments that PGI did not take volume into consideration, they did it randomly. it was you guys who clung to the volume argument. Even though by eyeing it was obviously wrong.
and now there are numbers to say that.
The mech scaling in this game is wrong by lore, wrong by precedence, it is wrong by volume, and it is wrong by tonnage.
In fairness... You guys have long clung to the "height /width" argument which is just as tenuous as our volume argument so we're even.
I've long offered that the only true way to project usable size comparison data would be to simulate fluid displacement. (essentially drop them into a simulated body of water and measure / contrast the amount of water each mech displaced). The wide variance in shapes, asymmetry and and embossed / extruded surfaces makes it virtually impossible to simply mark-1 eyeball these mechs and form a definitive conclusion.
Lastly... I waved the white flag. You really going to bust my chops over a comment I made earlier that I've since rescinded? Mechwarrior honor indeed!
#112
Posted 21 June 2013 - 05:53 AM
thatrobotguy, on 18 June 2013 - 10:53 AM, said:
Although I don't entirely disagree with the idea that the QUickdraw is a bit tall, this screen shot needs to have some context. The screen shots are of two mech (Catapault and Cataphract) that have low mounted cockpits (especially the Catapult). Both mechs have cockpits in the center of the CT. The Quickdraw has a head and therefore the cockpit is mounted at the absolute top of the mech.
Again, I have seen the scaling and I do think it is a bit big, but then again, when comparing the Quickdraw to other mechs, it should look over their cockpit due to the position of it's cockpit.
#113
Posted 21 June 2013 - 05:55 AM
Anyways, Mech sizes are whack yo. Fix em PGI.
#114
Posted 21 June 2013 - 06:23 AM
Ghogiel, on 20 June 2013 - 03:24 PM, said:
These numbers should be fairly accurately measured. It's not completely 100% exact, as making the enclosed model in the space of 5mins instead of possible hours brings in a small inaccuracy of the surface, this is the level of inaccuracy >
Going to go off topic here a bit but isn't it amazing that in just 5 mins you drew up a model that once textured would probably look ok in game where as PGI takes an entire month to get a mech in game.
Don't get me wrong, I know that they still have to animate the model but other than animation and balancing hardpoints and such, it doesn't take long to build a model. Heck how fast they swtiched gears from the announced Orion, to the unannounced QD should be an indication if nothing else.
Back on topic. Yeah the more I look at some of the mechs the more I think they need to do a scaling pass. Seems like it would be pretty easy to just take the model and change it from 100% to 90% of current scale and drop it back in the game. The QD does seem a bit too large for a 60 ton mech considering it is just 5 tons larger than a medium and the Stalker is just insanely small, no way in hell a 80 ton mech should have that small a profile.
#115
Posted 21 June 2013 - 06:30 AM
Quote
It's more a matter of not wanting to burn out cranking out new models constantly, since they'd have to tweak stuff (see: the Raven hitbox).
#116
Posted 21 June 2013 - 06:46 AM
Viktor Drake, on 21 June 2013 - 06:23 AM, said:
Don't get me wrong, I know that they still have to animate the model but other than animation and balancing hardpoints and such, it doesn't take long to build a model. Heck how fast they switched gears from the announced Orion, to the unannounced QD should be an indication if nothing else.
In fairness this is essentially a seamless shrink-wrap of the actual in-game model (think molded wax statue) so in no way is relevant to a ground-up mech development.
In regards to "Just scaling the model and dropping it back into the game"...
It's a little more than that.
- Scale model
- Re-scale swap-objects (different weapon objects bits)
- Recreate / resize hit-boxes.
- Re-locate particle origins (where the lasers and missiles emit from)
- Lastly, depending upon how they animate and or rig bones for IK, Kinematics... that might also have to be re-done from scratch.
Wondering out loud... I wonder if the relative scale of our mech models might not have something to do with our mechs sharing weapon model assets?
#117
Posted 21 June 2013 - 07:45 AM
#118
Posted 21 June 2013 - 08:24 AM
Thontor, on 21 June 2013 - 08:17 AM, said:
A 60 ton Atlas would still be 84.3% as tall as a 100 ton Atlas.
A 60 ton Highlander would still be 87.4% as tall as a 90 ton Highlander.
A 60 ton Awesome would still be 90.9% as tall as an 80 ton Awesome
A 60 ton Cataphract would still be 95% as tall as a 75 ton Cataphract.
A 60 ton Jagermech would still be 97.4% as tall as a 65 ton Jagermech.
Large differences of mass make for relatively small differences in dimensions.
Looking at the Jagermech vs the Quickdraw. And considering how small a difference there would be in height if you shrunk the Jagermech down to be 60 tons, its pretty easy to see where the Jagermech is larger than the Quickdraw in some areas, and that is where the extra 5 tons would be.
I haven't measured anything. I'm just going by how things appear, how they feel, and the sizes look reasonable to me from a realism perspective.
Ghogiel, on 20 June 2013 - 08:50 PM, said:
Anyway scaling the cat down 10% for the volume readout.... makes it 245.73*
It is fairly noticeable visually imo too>
DAT TOPOLOGY
this was a 25% shrink in volume for the catapult. that is a 15 ton difference.
Which if the stalker were 80 tons at that size. the shrink would make the catapult a 55 tonner.
using stalker as a reference (80(tonage/359.2(volume) = 0.22228 density) the relative tonnage per volume going left to right would be
74, 55, 80
Edited by Tennex, 21 June 2013 - 08:47 AM.
#119
Posted 21 June 2013 - 08:35 AM
Thontor, on 21 June 2013 - 08:34 AM, said:
yeah i corrected it it is a 25% shrink. go back and read it again. that sets the smaller catapult at 55 tons size relative to the stalker.
#120
Posted 21 June 2013 - 08:42 AM
Thontor, on 21 June 2013 - 08:17 AM, said:
A 60 ton Atlas would still be 84.3% as tall as a 100 ton Atlas.
A 60 ton Highlander would still be 87.4% as tall as a 90 ton Highlander.
A 60 ton Awesome would still be 90.9% as tall as an 80 ton Awesome
A 60 ton Cataphract would still be 95% as tall as a 75 ton Cataphract.
A 60 ton Jagermech would still be 97.4% as tall as a 65 ton Jagermech.
Large differences of mass make for relatively small differences in dimensions.
Looking at the Jagermech vs the Quickdraw. And considering how small a difference there would be in height if you shrunk the Jagermech down to be 60 tons, its pretty easy to see where the Jagermech is larger than the Quickdraw in some areas, and that is where the extra 5 tons would be.
I haven't measured anything. I'm just going by how things appear, how they feel, and the sizes look reasonable to me from a realism perspective.
a 60 ton atlas would be 60% the size of a 100ton atlas.
not sure how you are getting that math.
Edited by Tennex, 21 June 2013 - 08:42 AM.
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