Updated! Timber Wolf Screen Shots Revealed
#401
Posted 11 April 2014 - 01:35 AM
#402
Posted 11 April 2014 - 01:42 AM
Did someone say cardboard boxes?
Thats the Perfect Conceptart!!
#403
Posted 11 April 2014 - 02:00 AM
Modo44, on 10 April 2014 - 12:54 PM, said:
Edit for images linked by Russ on Twitter:
Felt in love
#404
Posted 11 April 2014 - 02:11 AM
Initial screenshots were screwed up in this matter, making already big legs look bigger, and already shrinked cockpit even less big.
2. Please understand this game. It tries to have balance.
First of all, you guys are looking at the beast which is going to be even more effective than Clan assault mechs. Presumably, most effective for a year to come. This monster is going to run freakin' 90kph and take as much weapon power as only IS assault mechs can.
This should be balanced. But how?
- it's incredible speed should be balanced with it's legs. They should be an easy target. Once legged, it will be still very dangerous, but much easier to kill.
- it has both LRM pods and hands. It is a problem. You cann't Make it's LRM pods to become hands. It will mean that all of Timberwolf's weaponry is hidden behind some 48+48 armor. And it is too easy to hit.
- Thus LRM pods are side torsos, while hands are hands. Hands should be placed the way that allows enemies to hit CT from 3 and 9 o'clock. That's why hands are a bit lower than you would want them to be. It is a nerf.
- You cann't make it's torso as protuberant as we're used to see it. First reason: Because LRM pods are side torsos now. Second reason: you cann't divide that protuberant torso into three, as we see it on Catapult right now. It will make side torso hitboxes gigantic.
- Thus bulky part of torso should almost completely become a CT. That's why it is smaller than usual. While being diminished in Y axis, it also becomes relatively smaller in Z axis (height), which brings us back to legs, that should become bigger than usual to bring Timberwolf's total height where it should be.
All of it was pushed to it's limits, but considering game balance, it was made nicely. Yes, Mad Cat could've looked better, but it would've become unbalanced. You may scorn about it's legs, but you should be definitely grateful for it's smaller cockpit.
Edited by Rubidiy, 11 April 2014 - 02:15 AM.
#405
Posted 11 April 2014 - 02:37 AM
Seriously, hardpoints on a OMNI mech does not compute.
#406
Posted 11 April 2014 - 02:41 AM
went back and looked at the concept arts on the pre-order page
you guys need to go look at ALL of them again
when i first looked at the concepts when they came out i didnt hardly see a difference
but JUST like all the other promo's they are offering exclusive mech visuals /geometry
founders and phoenix got it, well so do clans
you want round legs , pony up or be square
as many have stated it was just a bad camera angle to making the legs look horrid
either way, i am sure some poor art team is getting whipped right now
i threw a comparison together for your viewing pleasure (click for zoom)
just saw the images from russ, WOW why does my game not look like that ! no fair russ
Edited by Naduk, 11 April 2014 - 02:43 AM.
#407
Posted 11 April 2014 - 02:45 AM
they've built the madcat... mkIII
infact the curvature of the torso cockpit area in the concept art looks oval where as the 3d moddle is the same round sphere you kinda see for an atlas head...
Edited by GalaxyBluestar, 11 April 2014 - 02:47 AM.
#408
Posted 11 April 2014 - 02:51 AM
#409
Posted 11 April 2014 - 02:53 AM
Naduk, on 11 April 2014 - 02:41 AM, said:
The concept art looks OK to me for the one on the right. There are some nice fluid lines and curves on the arms and legs.
Unfortunately the fcukwits in the modelling team have decided to give us another blocky 1960s robot instead.
#410
Posted 11 April 2014 - 02:58 AM
thus the model we are seeing is not the mech you think it is
#411
Posted 11 April 2014 - 02:58 AM
Sable Phoenix, on 10 April 2014 - 11:00 PM, said:
This is the key point. It's lost the grace and futuristic swooping lines of the original to become a collection of square boxes in a sort-of-Madcat shape.
It's.......dull.......
#412
Posted 11 April 2014 - 03:05 AM
#413
Posted 11 April 2014 - 03:05 AM
It's really good model - legs could be slimmed a bit, I'd also tone down all this stuff in the back of STs, but overall - it's better at being Mad Cat that all the previous Mad Cats were. It looks like a mashup of MWO Catapult and Shimmering Sword Marauder.
It's mean, it's imposing, it's badass. As it should be, without mechanical believeability being stomped by silly-looking anorexic arms and legs.
And every time someone post as pic like this:
...he actually makes a strong case for MWO rendition. I can't even imagine how silly it would look compared with mechs we have in MWO right now.
#414
Posted 11 April 2014 - 03:07 AM
#415
Posted 11 April 2014 - 03:25 AM
I remeber, when the first Phoenix screenshots were released, the whiners were also shocked about some models
later, they recognized that it was only the perspective and camera angle
now it seems that the whiners are captured in an endless loop, starting from the beginning
some pictures of the MadCat are already showing that the legs "are not oversized" if u have a "normal camera angle and scaling"
I also don't know what "square boxes" the whiners are seeing on the screenshots that didnt exist on the concept art ... ???
for me, MadCat is sexy as it is
and I really give a sh*t on these fanmade low quality sketches about MadCat, some ppls are posting here
if these low quality sketches (my little sister can draw better) from "Sarna.net" and "fans" should be adopted 1:1 into the game, than some mechs would look ridiculous stupid.
.
Edited by Masterrix, 11 April 2014 - 03:34 AM.
#416
Posted 11 April 2014 - 03:28 AM
#417
Posted 11 April 2014 - 03:33 AM
ssm, on 11 April 2014 - 03:05 AM, said:
I prefer this one over the PGI's one anyday. At least this one is the Timberwolf I loved to pilot.
#419
Posted 11 April 2014 - 03:36 AM
I first thought the T-wolf looked cool in MW2, but now, I would lump it into the above category.
This modernization looks great to me. Much needed. But each to their own i guess.
#420
Posted 11 April 2014 - 03:37 AM
Of course, I have no nostalgic, long-time relationship with Battletech, so that may be part of the equation.
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