Hero Banshee "la Malinche"
#261
Posted 04 March 2014 - 05:37 PM
#262
Posted 04 March 2014 - 05:48 PM
Hans Von Lohman, on 04 March 2014 - 04:53 PM, said:
See, there I have to disagree with you. I want to see the deaths head, and I cannot see it with a medium laser stuck in the mouth of the Banshee.
I am happy to hear that the other Banshees have a forehead laser.
I'd rather have a recessed flamer in there so it can look like the Banshee is breathing fire. Was sort of holding some hope that I could have a fire breathing Banshees so I could fire the flamer with every kill.
#263
Posted 04 March 2014 - 06:03 PM
Hans Von Lohman, on 04 March 2014 - 04:53 PM, said:
See, there I have to disagree with you. I want to see the deaths head, and I cannot see it with a medium laser stuck in the mouth of the Banshee.
I am happy to hear that the other Banshees have a forehead laser.
I would like to see the mouth weapon recessed or otherwise less visible, but from a functional standpoint, having a laser or flamer centered directly over the cockpit is going to obscure your view far worse than a 'Mouth' mounted weapon. Hell, all you need to do to satisfy both parties is to simplify the model to something with a properly intimidating and cavernous, shadowy maw. Then you don't need to model a weapon there at all.
Edited by no one, 04 March 2014 - 06:06 PM.
#264
Posted 04 March 2014 - 06:47 PM
Alex Iglesias, on 04 March 2014 - 11:05 AM, said:
La Malinche is meant to represent the ride of notable pilot "El Guapo"
additionally, the head energy hardpoint is mounted on the forehead of all the normal variants. Only the hero version has the energy hardpoint in the mouth. I thought it would suit the personality of this ride. Toss a flamer in there for a hauptman style cigar.
Thanks!
Might you be able to tell us about the affiliations of some of the other Hero 'Mechs - specifically, who are the pilots of Golden Boy, Oxide, and Grid Iron supposed to be, and what are their unit/faction affiliations? Also, what is the unit/faction affiliation of Leigh Voss, the pilot of Jester?
#265
Posted 04 March 2014 - 07:48 PM
Solis Obscuri, on 04 March 2014 - 01:47 PM, said:
huh?
I wasn't suggesting anything like that at all. I was saying that even though there maybe only 2 variants of a chassis in the past, nothing is stopping PGI from coming up with more variants on their own.
in other words, a mech having only 1 or 2 variants shouldn't be a reason to not bring that mech into the game.
Edited by Kilo 40, 04 March 2014 - 07:49 PM.
#266
Posted 04 March 2014 - 07:55 PM
anubis969, on 04 March 2014 - 03:18 PM, said:
Is it a surprise that no one in the marketing or art department caught that? Nope... just a big failure on someone's part of not proofing material before it's posted to the public to tear apart... coming from a graphics design background... that's just bad LOL!
#267
Posted 04 March 2014 - 08:25 PM
#268
Posted 04 March 2014 - 09:44 PM
The models screaming face was a disappointment as well as another under-slung gun.
We have to face that Battletech has good mechs and bad mechs, It was designed that way for variation and lore. I love battletech for this, but when it comes to attempting to stay as close as possible to TT and translating it to MW:O with such flexibility in customization people are going to want top tier mechs (i.e. Thunderhawk TDK-7x)
The devs can level the playing field with bad mechs with little adjustments that aren't rules. Example: Make the Banshee have an above average torso twist/range. Model design is a big part in this. Look how its affected the Awesome mech. The size of its torso completely diminishes its functionality as a 80 tonner. (Its amusing as the Awesome had one of the smallest assault frames in MW4.)
The visual design team needs to start thinking little more about functionality over looks. This is becoming the dominating decision in buying mechs.
#269
Posted 04 March 2014 - 09:56 PM
Kilo 40, on 04 March 2014 - 07:48 PM, said:
huh?
I wasn't suggesting anything like that at all. I was saying that even though there maybe only 2 variants of a chassis in the past, nothing is stopping PGI from coming up with more variants on their own.
in other words, a mech having only 1 or 2 variants shouldn't be a reason to not bring that mech into the game.
Ah. May have read in a bit too far. The only 'mechs we've gotten without canon stock loadouts have been the "Hero" variants.
#270
Posted 04 March 2014 - 10:48 PM
AntharPrime, on 04 March 2014 - 05:48 PM, said:
I'd rather have a recessed flamer in there so it can look like the Banshee is breathing fire. Was sort of holding some hope that I could have a fire breathing Banshees so I could fire the flamer with every kill.
#272
Posted 05 March 2014 - 03:27 AM
#273
Posted 05 March 2014 - 07:21 AM
Alex Iglesias, on 04 March 2014 - 11:05 AM, said:
La Malinche is meant to represent the ride of notable pilot "El Guapo"
additionally, the head energy hardpoint is mounted on the forehead of all the normal variants. Only the hero version has the energy hardpoint in the mouth. I thought it would suit the personality of this ride. Toss a flamer in there for a hauptman style cigar.
Thanx for the information Alex! I kinda wondered about the head laser when I saw the other Banshee modells in the skills tree. So one thing making the hero Banshee a bit more special, hmmm if only we could paint the snakeskin pattern on it and play Godzilla!?
I think the main reason for people stumbling about the new Banshee design is three things:
1) The head shape, instead of the canine/feline/demon skull look with the fang-like overbite, the model rather has an underbite making it looking less aggressive but rather looking like a shocked/mouthbreathing bulldog.
2) The original TRO3025/TRO3050 artwork shows a more lanky mech and the mwo model rather is bulky like an Atlas.
3) Six fingers?
As discussed here:
http://mwomercs.com/...or-the-banshee/
and here:
http://www.nogutsnog...g14339#msg14339
And I do appologize in forward if I may have put to harsh words in there. It is more a bit frustration talking because the Banshee is one of my favourite modells and I have been looking forward to it in mwo for some time. Exspecially seeing all those great models* you have done for MWO so far this kind of was a let down for me - but I try to let it grow on me - or maybe hope for some facelift or different chooseable headstyles in the far future.
*you turned the Cataphract from an inferior model to awesome! Also the Firestarter just looks so sweet! I mean really all those mechs in MWO looked really very good to me - big fan here.
Edited by Ryoken, 05 March 2014 - 07:41 AM.
#274
Posted 05 March 2014 - 07:32 AM
http://spacegoatmx.bandcamp.com/
#275
Posted 05 March 2014 - 05:36 PM
Any of the following changes would be fair, without getting close to the P2W:
- Add an ECM hardpoint (easiest) - most adequate for a mech with a "traitor" name;
- Add an extra missile hardpoint to the RT - the mech has 20 missile tubes for a LRM15, so you can add a missile hardpoint with 5 tubes;
- Add Jump Jets.
#276
Posted 05 March 2014 - 05:40 PM
Odanan, on 05 March 2014 - 05:36 PM, said:
Any of the following changes would be fair, without getting close to the P2W:
- Add an ECM hardpoint (easiest) - most adequate for a mech with a "traitor" name;
- Add an extra missile hardpoint to the RT - the mech has 20 missile tubes for a LRM15, so you can add a missile hardpoint with 5 tubes;
- Add Jump Jets.
start an OP in feature suggestions, so you can add a pole. Plus I think PGI pays more attention there. Did they ever buff the oxide like Russ was saying they would?
#277
Posted 05 March 2014 - 09:03 PM
Bishop Steiner, on 05 March 2014 - 05:40 PM, said:
OK, I did it.
Here is a topic with a pool about the La Malinche hero mech.
All of you discontented, please give your thoughts.
#278
Posted 09 March 2014 - 08:09 PM
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