

Phoenix Mech Scales.
#41
Posted 08 October 2013 - 04:53 PM
Secondly... Height is not the only physical stat that matters, width does too.(personally tall and skinny is just as good or better then short and fat)
So far to me at least the mechs look about right.
#42
Posted 08 October 2013 - 04:54 PM
Stormlight, on 08 October 2013 - 04:37 PM, said:
and i'd say stop criticizing the game for not being BT specific but i know that will never happen.
... just play the game for what it is..... mechs smashing mechs w/ weapons and equipment that has absolutely no basis in reality..
...trust me, you'll enjoy it alot more
Sorry, its hard to enjoy this game when my favorite Mech, an Awesome, is A. Wide as a Bus. B. Dies easily from CT coring no matter how much I twist. Its frustrating and never stops being frustrating.
Scale and Hitbox design in a Mech Warrior game has always mattered - because it is Mech Warrior where rolling dice does not exist, and has not existed, and only "emulates" Battletech and that's it.
Edited by General Taskeen, 08 October 2013 - 04:54 PM.
#43
Posted 08 October 2013 - 05:09 PM
General Taskeen, on 08 October 2013 - 04:54 PM, said:
Sorry, its hard to enjoy this game when my favorite Mech, an Awesome, is A. Wide as a Bus. B. Dies easily from CT coring no matter how much I twist. Its frustrating and never stops being frustrating.
Scale and Hitbox design in a Mech Warrior game has always mattered - because it is Mech Warrior where rolling dice does not exist, and has not existed, and only "emulates" Battletech and that's it.
Well said.
#44
Posted 08 October 2013 - 05:35 PM
The real problem for most medium and some heavy mechs, is armor density.
Light mechs have more armor per meter square on any hit box then TBT or QKD would ever dream of, plus it doesn't hurt that light mechs typicly run in execes of 140 kph with exption of RVN-2X / 4X
#45
Posted 08 October 2013 - 05:42 PM

Here's what we have so far. It doesn't look good.
#46
Posted 08 October 2013 - 05:43 PM
General Taskeen, on 08 October 2013 - 04:54 PM, said:
Sorry, its hard to enjoy this game when my favorite Mech, an Awesome, is A. Wide as a Bus. B. Dies easily from CT coring no matter how much I twist. Its frustrating and never stops being frustrating.
Scale and Hitbox design in a Mech Warrior game has always mattered - because it is Mech Warrior where rolling dice does not exist, and has not existed, and only "emulates" Battletech and that's it.
Yeah, I spent some Founders MC on an Awesome many moons ago. I still feel that to this day.
#47
Posted 08 October 2013 - 05:48 PM
rdmx, on 08 October 2013 - 02:44 PM, said:
Meh. Already paid, I'll find out sooner or later. I'll probably have fun in the meantime playing my robot mans with or against all your robot mans, and I expect more of the same after release.
#48
Posted 08 October 2013 - 05:57 PM
Vassago Rain, on 08 October 2013 - 05:42 PM, said:

Here's what we have so far. It doesn't look good.
It doesn't look like the same hanger. Colors are all off, the backgrounds look different. The shadows are at different angles... Does the sun move in Crimson Straight? How much photoshop went into these, I wonder? I'm totally going to make one of a Godzilla-scaled Spider resting one foot atop the Crimson Straight sky needle, Capt. Morgan style. Proof positive that... something?
Not getting upset over a bunch of cut n paste "artistic interpretations." Sorry, but people keep saying "knowing PGI..." I'm starting to think, "knowing all the anti-MWO haters in this community..."
#49
Posted 08 October 2013 - 06:00 PM
Tycho von Gagern, on 08 October 2013 - 05:57 PM, said:
Not getting upset over a bunch of cut n paste "artistic interpretations." Sorry, but people keep saying "knowing PGI..." I'm starting to think, "knowing all the anti-MWO haters in this community..."
png versus .jpg cut jobs.
Derp.
#50
Posted 08 October 2013 - 06:02 PM
Vassago Rain, on 08 October 2013 - 02:10 PM, said:

My hunchback for comparison.


Locust.

Battlemaster.
May the scale wars begin.
The Hunchback is further back in this pic than the Shadow Hawk so you cannot compare, look how forward it is
#51
Posted 08 October 2013 - 06:09 PM
#52
Posted 08 October 2013 - 06:11 PM
Its a lot more annoying that a second "known" mech is not used as reference for scaling.
Either way, scaling inequities will show up in the use or non-use of mechs (see Awesome).
#54
Posted 08 October 2013 - 06:22 PM
#55
Posted 08 October 2013 - 06:30 PM
Tycho von Gagern, on 08 October 2013 - 05:57 PM, said:
Not getting upset over a bunch of cut n paste "artistic interpretations." Sorry, but people keep saying "knowing PGI..." I'm starting to think, "knowing all the anti-MWO haters in this community..."
It is the same hangar. The third and final one in that row before the water. I took the shot.
#56
Posted 08 October 2013 - 06:35 PM
#57
Posted 08 October 2013 - 06:37 PM
Quote
The comparison is laughable, but you can still clearly see from the pics that the Shadowhawk is taller. I dont think its that bad though. Its not like the Trebuchet or anything.
#59
Posted 08 October 2013 - 06:41 PM
Red Lines are there to establish perspective based on the garages.
Yellow Lines are essentially for calibration.
Green Lines are the height of the mech, which is represented on the mech itself, and projected onto the garage (which is used as a height reference).
Please note that the point between the shadowhawk's legs are obscured, therefore the edge of the foot is used for reference. It's the same principle, so it does not cause any discrepancy.
#60
Posted 08 October 2013 - 06:45 PM
FupDup, on 08 October 2013 - 02:30 PM, said:

Back to the Locust:

That is actually a larger difference due to the camera angle differences. The Jenner comes out at about the same height of the Spider while the Locust comes out smaller. It appears that in the locust screenshoot, the locust is actually looking up at the spider which makes it appear larger than what it is.
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