Updated! Timber Wolf Screen Shots Revealed
#261
Posted 10 April 2014 - 05:36 PM
look's nice enough, maybe i'm being to nit-picky
#263
Posted 10 April 2014 - 05:39 PM
Dukarriope, on 10 April 2014 - 05:38 PM, said:
It's almost like you don't know how walk cycles work.
#264
Posted 10 April 2014 - 05:42 PM
Dukarriope, on 10 April 2014 - 05:38 PM, said:
If it moves like most digitigrade animals/non-flying land birds, it probably lowers its profile slightly when moving at fast speeds and stands a little more erect at slow speeds.
#265
Posted 10 April 2014 - 05:48 PM
legs to long
nose to stubby
LRM launchers to wide
why doesnt their 3D modeller take a look at the concept art?
The pics from Russ do look a bit more decent as they are no longer shot from below and the legs do not appear to be that extremely long. Still stubby nose and to wide LRM launchers do not fit to the in my opinion more beautifull concept Artwork.
AND PGI PLEASE - Let us finally change camo patterns on founders/hero/phoenix and Clan Prime mechs!
(we allready had confirmation in the German forums that Clan Prime mechs buyers get srewed by PGI by not beeing able to select a camo pattern...)
Edited by Ryoken, 10 April 2014 - 05:51 PM.
#266
Posted 10 April 2014 - 05:50 PM
#267
Posted 10 April 2014 - 05:50 PM
You had one job, PGI.
Edited by El Bandito, 10 April 2014 - 05:56 PM.
#268
Posted 10 April 2014 - 05:53 PM
#270
Posted 10 April 2014 - 05:56 PM
#271
Posted 10 April 2014 - 05:56 PM
C'mon PGI, you deserve it
#272
Posted 10 April 2014 - 05:59 PM
#273
Posted 10 April 2014 - 06:01 PM
fleshwoundNPG, on 10 April 2014 - 05:54 PM, said:
Had this have been the initial pic posted, half of these posts would've never happened.
If people could understand things like line of sight, perspective, visuals half of those posts would never have happened either!
Heck, if people weren't so judgemental, angry, ignorant, quick to anger, calling for flogging and public beatings and job terminations and realized things in the real world like "How to look at an object" we wouldn't have the other half of the posts either!
#274
Posted 10 April 2014 - 06:03 PM
Dukarriope, on 10 April 2014 - 05:18 PM, said:
It's not that they CAN'T have more polygons, it's that every increase in polygons makes the game perform worse. You have to draw a line somewhere.
DocBach, on 10 April 2014 - 05:21 PM, said:
Huh?... Phelan sent a message before he was captured. That was the first warning the IS got.
Ryoken, on 10 April 2014 - 05:48 PM, said:
(we allready had confirmation in the German forums that Clan Prime mechs buyers get srewed by PGI by not beeing able to select a camo pattern...)
I completely agree. I want to be able to change my Firebrand to something non-Satanic so I can actually use it... Wouldn't have even bought it if I knew you could still see the symbols because of the sheen on them...
#275
Posted 10 April 2014 - 06:03 PM
14 pages in...
#276
Posted 10 April 2014 - 06:07 PM
#278
Posted 10 April 2014 - 06:18 PM
That said, it's awfully angular, isn't it? Not that much moreso than the concept art, but it seems somehow stockier as well which increases that impression. The initial screenshots especially, it almost looks like it's made of lego or something, especially at the joints where the arms meet the torso. In some cases the reduction of curves for 'mechs they've implemented have helped them look more like actual war machines, but I'm not sure that's what's happened here.
Still, this is one of the three I'm planning on picking up a-la-carte around the 16th or 17th once I know more about this upcoming 'pack'. Don't want to make a hasty decision and miss out on a potential Mad Dog or something.
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