Updated! Timber Wolf Screen Shots Revealed
#301
Posted 10 April 2014 - 07:15 PM
I was really hoping that it would have the same walking animation as the Catapult, that is perfect. But i also wished the Stalker was the same too.
#302
Posted 10 April 2014 - 07:18 PM
Yes, I get the leg issue. Not the size, mind you - the most recent screenshots show the legs to be far better proportioned than the initial ones did, and even then it was a case of perspective, possibly with failed camera settings on PGI's part. However, these legs look to have structural strength behind them - like they can bear their own weight. If they were spindly, thin things, I'd probably flip at the poor design decision compared to the Inner Sphere mechs. Yes, it could be hunched in a little more in it's idle stance. But complaining about the boxy nature of the legs is pointless - they're a lot more tessalated than a Cataphracts, which is probably the closest to "round" that PGI will do - the rounder the curve, the more polygons it requires, and the more of a drain it places on the computer rendering the game for you to play. As it stands, leg-wise this model resembles the Alpha Strike cover shots to an extent, if you look in the photos posted by DirePhoenix.
To think that you people want to walk around in the deathtrap that the Living Legends model is. May I remind you of the original Cataphract hitboxes? Or the original Catapult? The cockpit makes up the majority of your front CT. There is very little armor there, only glass. This is not Star Wars. There is no transperisteel armor. That's glass. It shatters on impact. So, in essence, you'd be riding around in a mech that moves at the speed of a Dragon, so reasonably swiftly for a Heavy mech, with the same CT issues as a Catapult - your head pretty much is your CT. Snipers would delight in catching you out of cover, because a couple of Gauss shots and your cockpit is gone. As it stands, there is more armor there on this design than the Living Legends model. Not much more, mind you, but enough that most shots would still hit the stubby nose or the side torsos, not dead-on the center window of the cockpit, unlike a Catapult.
My concern is more those missile pods. If they don't have their own hitbox, what are they classed as? LT/RT, as they are with the omnipods? (Seriously, don't complain that they gave hardpoint listings. That's just showing you the pods for that location) Arms? Either choice is bad. I'm intrigued, and looking forward to seeing the heavy I shall be receiving (unless I stick more money in, since I'm going to get Adder in the next few weeks) - the Summoner.
#303
Posted 10 April 2014 - 07:20 PM
DirePhoenix, on 10 April 2014 - 05:34 PM, said:
Okay, those are somewhat better, so it was in part just a bad angle. The legs are still stolen off a Cataphract and the proportions are still off, but it's not nearly as awkward as the first few screenshots.
I still want to see straight profile and silhouette views, as well as video of it in action, before I make final decision, but at least I'm not going to hang my head in shame every time I see one.
#304
Posted 10 April 2014 - 07:20 PM
101011, on 10 April 2014 - 01:30 PM, said:
I believe those are default hitboxes for weapon bay doors. That glitch was sighted way back in CB, long before anything clan related was even developed or actually planned.
And as for my thoughts on the hitbox debate, make the launchers part of the corresponding side torso but once down to internals any further damage aimed at the launchers damages and destroys only the launchers.
And wtf is with the thick, blocky limbs on my Timber Wolf, quaif?!
#305
Posted 10 April 2014 - 07:20 PM
#306
Posted 10 April 2014 - 07:23 PM
#307
Posted 10 April 2014 - 07:23 PM
BLOOD WOLF, on 10 April 2014 - 05:36 PM, said:
look's nice enough, maybe i'm being to nit-picky
Unfortunately, that render has 4 joints....
PGI only deamed to give their model 3.
Might be why it seems to dis-proportinate when its standing still vs moving.
#308
Posted 10 April 2014 - 07:24 PM
#309
Posted 10 April 2014 - 07:24 PM
IMO.
Or, increase all the proportions for upper half by 10-15% to make legs look smaller. You might try a 3 toed look, or make them an X instead of an H. I get the angle throwing off the proportion thing, but that's not it. They really are too bulky.
#310
Posted 10 April 2014 - 07:27 PM
DirePhoenix, on 10 April 2014 - 07:13 PM, said:
Oh ... you mean the one that was drawn / created by some guy named Alex ? He's been given a lot of room to take creative license to create war machines that actually look functional, and so far has done a great job. I don't know why anyone expected anything different from his previous interpretations of the TRO artwork.
I understand the passion for the originals. I do think this could have been done a little differently (more angle and slightly different proportions to the legs) and the image could have been better (maybe a video next time?).
However, anyone ragequitting or refusing to preorder solely based on this model needs to rethink their priorities.
#311
Posted 10 April 2014 - 07:28 PM
Straylight, on 10 April 2014 - 07:20 PM, said:
Okay, those are somewhat better, so it was in part just a bad angle. The legs are still stolen off a Cataphract and the proportions are still off, but it's not nearly as awkward as the first few screenshots.
I still want to see straight profile and silhouette views, as well as video of it in action, before I make final decision, but at least I'm not going to hang my head in shame every time I see one.
On a side note, you are all freakin welcome, I was the one who bitched about the weird camera angle on the legs
#313
Posted 10 April 2014 - 07:30 PM
Edited by Tichorius Davion, 10 April 2014 - 07:32 PM.
#314
Posted 10 April 2014 - 07:34 PM
#315
Posted 10 April 2014 - 07:34 PM
Tichorius Davion, on 10 April 2014 - 07:30 PM, said:
That was always a big gripe I had about the mech too. Loved it to pieces but man, it looked like a stiff wind could blow it over.
#316
Posted 10 April 2014 - 07:35 PM
Tarriss Halcyon, on 10 April 2014 - 07:18 PM, said:
Living Legends ran better on my machine than MWO ever has, so; sure, I'd take the LL model. CE is capable of a LOT more than PGI is getting out of it.
Quote
I'll be VERY surprised if they get their own hitbox/armor allocation. As much sense as that would make, so far MWO has stuck very closely to canon in regard to hit locations--the Hunchie's hunch didn't get it, the Griffin and T-Bolt's launchers didn't get it, and the Banshee and Battlemaster variants with shoulder boxes didn't get it, so I'll be REALLY surprised if the Timby does.
I'm more interested at this point in where the divisions between arm and side torso are. If the "shoulder" along the bottom of the pepperbox is Arm, that'll help the 'mech, if it's Torso, it'll hurt it.
#317
Posted 10 April 2014 - 07:37 PM
Tarriss Halcyon, on 10 April 2014 - 07:18 PM, said:
My only concern with the Legs, is that they seem to be almost 2x as long as the entire top section of the Mech in those early screenshots. I can understand a 'weighty' apperance... but when you have a mech, who's legs are fully 1/3 more lengthy than the upper 1/2 of the mech... it just looks wrong.
As for the missle racks. Last i checked, they were considered part of the Side Torso's.
Which... i think is just wrong.... they SHOULD be considered their own hit-box honestly... i mean, all Clan mech's have XL's in them.. which we can NOT remove... so shooting the ST's are goign to be what almost every 'leet' pilot is gonna be doing. Instead of aiming for the CT like 99.9% of all other players, their goign to be aiming for those CT shots.
If the Missles are left as part of the ST and not turned into their 'own' Hitboxes (so that you can destroy the LRM's themselves), then the Matcat is goign to be one of those mech's that looks nice, but drops insainly fast, as its stupidly easy to hit those missle boxes.
#318
Posted 10 April 2014 - 07:39 PM
Rhapsody Repine, on 10 April 2014 - 07:37 PM, said:
My only concern with the Legs, is that they seem to be almost 2x as long as the entire top section of the Mech in those early screenshots. I can understand a 'weighty' apperance... but when you have a mech, who's legs are fully 1/3 more lengthy than the upper 1/2 of the mech... it just looks wrong.
There's a thread in Upcoming Features.
The Timber Wolf is hardly larger than a Dragon.
The legs are not as big as you think they look.
#319
Posted 10 April 2014 - 07:43 PM
Tichorius Davion, on 10 April 2014 - 07:39 PM, said:
There's a thread in Upcoming Features.
The Timber Wolf is hardly larger than a Dragon.
The legs are not as big as you think they look.
Well, that's good to hear, if it's accurate.
However, it's not about how big the legs are, it's about how big they are in proportion to the top half.
The Raven's legs aren't big, either, objectively. In comparison to the overall size of the 'mech, though, they're zomghueg.
#320
Posted 10 April 2014 - 07:43 PM
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