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Updated! Timber Wolf Screen Shots Revealed


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#401 Shortbus

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Posted 11 April 2014 - 01:35 AM

Heh anything that makes clanners cry is ok in my books

#402 Wolk89

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Posted 11 April 2014 - 01:42 AM

Posted Image



Did someone say cardboard boxes?

Posted Image


Thats the Perfect Conceptart!!

#403 Sancho Kabrinski

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Posted 11 April 2014 - 02:00 AM

View PostModo44, on 10 April 2014 - 12:54 PM, said:

This is in part the effect of the shots' setup. They are done from way below to make the mech more imposing, but it also means that legs look disproportionately big compared to the rest.

Edit for images linked by Russ on Twitter:
Posted Image

Posted Image


Felt in love

#404 Rubidiy

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Posted 11 April 2014 - 02:11 AM

1. Please, understand camera angle and it's field of view.
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 Stormwolf

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Posted 11 April 2014 - 02:37 AM

11/2 years ago I would have been really excited for this mech, but given the state of the game and the bleak looking future it has, I really can't be bothered anymore.

Seriously, hardpoints on a OMNI mech does not compute.

#406 Naduk

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Posted 11 April 2014 - 02:41 AM

was looking at the ruckus going on in here
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)
Posted Image

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 GalaxyBluestar

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Posted 11 April 2014 - 02:45 AM

some fellow clanners have found out exactly what pgi have built as far as the arms and torso goes...
Posted Image
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 tezzaa

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Posted 11 April 2014 - 02:51 AM

way way over sized

#409 The Amazing Atomic Spaniel

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Posted 11 April 2014 - 02:53 AM

View PostNaduk, on 11 April 2014 - 02:41 AM, said:

Posted Image



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 Naduk

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Posted 11 April 2014 - 02:58 AM

look again , the concepts are different
thus the model we are seeing is not the mech you think it is

#411 The Amazing Atomic Spaniel

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Posted 11 April 2014 - 02:58 AM

View PostSable Phoenix, on 10 April 2014 - 11:00 PM, said:

It's recognizably a Timberwolf, but... it's also subtly wrong.


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 Necro

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Posted 11 April 2014 - 03:05 AM

Uhm... the legs could be a Problem, not for this Timber Wolf /Mad Cat, but for the Vulture/ Mad Dog, because they use the same Legs, at least in cannon. And a agile 60t Chassis with THIS Legs... duh..

#413 ssm

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Posted 11 April 2014 - 03:05 AM

Well, I didin't comment it llast night, because I've predicted what would happen, and it actually did - I got a bad case of "longer you stare, better it gets"

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:
Posted Image
...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 Dragunz Pryde

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Posted 11 April 2014 - 03:07 AM

Guys, we are reading WAY to much into this. They have done a fine job rendering IMO a beautiful mech that i personally cannot wait to pilot. That being said, i always did have a bit of a beef with how angled the 'chicken legs' were and how skinny they appeared for a heavy mech on the Timber Wolf anyway. But then again i thought that for almost all of the clan mechs. The Vulture was a prime example, i always looked at those legs and pondered...How in the hell does that take an AC/20 hit and not just snap off>? So, to PGI i say keep up the good work. I cant wait to see screen shots of the remaining mechs!

#415 Masterrix

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Posted 11 April 2014 - 03:25 AM

oh these whiners

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 Kodiak Jorgensson

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Posted 11 April 2014 - 03:28 AM

the heads too short compared to the concept art, other then that looking forward to seeing the other clan mechs.

#417 El Bandito

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Posted 11 April 2014 - 03:33 AM

View Postssm, on 11 April 2014 - 03:05 AM, said:

Well, I didin't comment it llast night, because I've predicted what would happen, and it actually did - I got a bad case of "longer you stare, better it gets" 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: Posted Image ...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.


I prefer this one over the PGI's one anyday. At least this one is the Timberwolf I loved to pilot.

#418 o0Marduk0o

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Posted 11 April 2014 - 03:35 AM

View PostThe Boneshaman, on 10 April 2014 - 02:22 PM, said:

sooo they are not going to have any OMNI hardpoints? kind of a disappoint. but still looks nice.

Why? What we see is the prime variant. You will be able to exchange everything but the CT with other variants.

#419 Smitti

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Posted 11 April 2014 - 03:36 AM

Many of the BT designs are in dire need of a refresh. They look awkward, gimpy and far too 80's-b-movie.

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 Garegaupa

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Posted 11 April 2014 - 03:37 AM

I really like PGI's take on the Timber Wolf. To me, none of the images on Sarna.net come close to the PGI version.

Of course, I have no nostalgic, long-time relationship with Battletech, so that may be part of the equation. :)





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