King Crab
#141
Posted 18 July 2013 - 08:27 AM
#142
Posted 18 July 2013 - 08:47 AM
Edited by blacklp, 18 July 2013 - 08:48 AM.
#145
Posted 18 July 2013 - 11:11 AM
Bishop Steiner, on 18 July 2013 - 08:27 AM, said:
This is really cool. I could see something like this in-game.
I would change some things on it though (not to say the draw is not good, just my opinions):
*Unless the King Crab is going to have a shoulder pod for the Missile launcher, I would suggest suggest putting it lower on the RT. I can't tell if that is a weapon in the center of the RT, but if it is not; Put LRM tubes facing somewhat upwards, and SRM tubes (if equipped) under the upper-shell, facing forward through a small gap in the armor.
*I have this this thing for Spaced Armor, and the upper body is kind of bloated on your sketch. To kill two birds with one stone; I would (If I could draw) leave the thick Armor-plates and most of the Outer-shell where it is, shrink the inner structure slightly, and drag most/all weapons back behind the outer armor with gaps for them to fire through.
So in the end it would look like a Cicada with Cataphract-like arms, with giant slabs of metal attacked to the outside.
Unlikely/Impossible feature:
Though likely not possible, and how you drew it is fine, I think the cockpit should be changed to a sort of slit between the upper and lower armor plates. The cockpit window would have very little visibility. However when the mech is active, screens/holograms placed in the front and to the sides of the first would give the pilot a prospective as if rectangular holes were cut through the mech in three direction.
To avoid the Cry3 'multi-camera' issue, the screens would literally just cut out the cockpit from the pilots screen.
Basically a walking bunker with the most advanced cockpit that IS technology has to offer.
#147
Posted 18 July 2013 - 12:12 PM
#148
Posted 18 July 2013 - 12:37 PM
#149
Posted 18 July 2013 - 12:46 PM
#150
Posted 18 July 2013 - 01:03 PM
#151
Posted 18 July 2013 - 01:09 PM
SgtMagor, on 18 July 2013 - 12:37 PM, said:
nope, should be shorter than a Stalker, approximately 13m to the top pf the launcher. The Atlas is a tad over 17, I believe. This mech is both wider and deeper, Hence no where near as tall.
#152
Posted 18 July 2013 - 01:31 PM
Bishop Steiner, on 18 July 2013 - 01:09 PM, said:
Bishop, a small question:
Is that your own artwork or is it something official/from PGI?
#155
Posted 18 July 2013 - 03:01 PM
Ragnar Darkmane, on 18 July 2013 - 01:31 PM, said:
Is that your own artwork or is it something official/from PGI?
sadly, just my stuff. Can't seem to get a look from the companies, but gonna keep churning it out in the hopes that someday one of these guys give me a shot. I figure I can't be worse than most of the artists they have hired.
#156
Posted 18 July 2013 - 03:06 PM
Bishop Steiner, on 18 July 2013 - 08:27 AM, said:
That really look freaking awesome! I would get rid of the hunch though... as someone else said, lower the launcher down into the torso. That being said I would be sad not to play this awesome mech, simply because I hate slow mechs, 80KPH is a minimum for me.
#157
Posted 18 July 2013 - 03:22 PM
BlackIronTarkus, on 18 July 2013 - 03:06 PM, said:
That really look freaking awesome! I would get rid of the hunch though... as someone else said, lower the launcher down into the torso. That being said I would be sad not to play this awesome mech, simply because I hate slow mechs, 80KPH is a minimum for me.
#158
Posted 18 July 2013 - 03:32 PM
#159
Posted 18 July 2013 - 04:00 PM
#160
Posted 18 July 2013 - 04:06 PM
Lt XKalibur, on 18 July 2013 - 04:00 PM, said:
the the above post with the armless version. Torso is trim, just has two extra armor plates to protect the middle and the rotation ring.
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