

Updated! Timber Wolf Screen Shots Revealed
#201
Posted 10 April 2014 - 03:31 PM
#202
Posted 10 April 2014 - 03:34 PM
#203
Posted 10 April 2014 - 03:35 PM
Silverlance, on 10 April 2014 - 03:02 PM, said:
However.
PGI, ya done ****** up again.
You took what you already had in game, the uppers of a Catapult, arms and legs of a 'Phract and slapped it all together to call it a ******* Timberwolf. You know what? **** you. Legs and arms on this "Timberwolf" look ridiculous. Way too straight and narrow and way too damn blocky. Where's the streamlined sexyness of EVERY OTHER IMAGE OUT THERE?! A previous post asked who designed this? A first year graphic design intern? What the hell, seriously?? You take IS 'Mechs and make them look great but totally BOTCH the rendering for the most iconic Clan Mech ever. You ******* fail. And you ******* fail hard.
Go back to the drawing board, publicly flog the poor ******* to put this together and start from scratch taking into account already existing art work that's EVERYWHERE to reference from. Then come back to us when you get your heads out of your asses with something that's actually decent and WORTHY of the names ICON and TIMBERWOLF.
Dude, calm down.
#204
Posted 10 April 2014 - 03:42 PM
#205
Posted 10 April 2014 - 03:45 PM
Even lying in bed in front of my TV doing a quick measure with my Thumb in front of my Eye to measure the Concept vs. the Model I can see that the legs have gotten way to long and probably too fat as well.
On the Concept Art - The distance from the top of the Missile Pods down to the bottom of the Pelvis is about the same as the distance from the bottom of the Pelvis to the Ankles - About a 1:1 ratio.
On the 3D Model - The distance from the top of the Missile Pods down to the bottom of the Pelvis will only get you about down to about half the calf - About a 1:1.2 ratio.
Quite a change in dimensions if you ask me.
#206
Posted 10 April 2014 - 03:46 PM
It looks like the leggy picture is a bad selfie....
----
Using the std layout
Prime
As for the mech itself, the TW is going to suffer from the same issue the Atlas does, low slung arms and torso weapons will mean shooting over obstacles is going to be a PITA.
Here are the omni slots (minimum)
Prime
LA/RA- prine(2E)
LT- 1E 1M(20 tubes)
RT- 1B 1M(20 tubes)
CT- 1B
A
RA/LA- 1E
LT- 3E
RT- 1M(2+ tubes)
CT- 1E
B
LA- 2E
RA- 1B
RT/LT-1M (10-20 tubes)
C
LA- 2E
RA- 1B
LT- 1AMS 1M (15-20 tubes)
RT- 1M (15-20 tubes)
CT- 1E
D
LA/RA- 1E
RT/LT- 2M (2+ tubes)
CT- 1E
So lets look at the std MW:O layouts and see what we can do (assuming they fix Streaks)
Infighter w/missiles
RA/LA- prime (4E)
RT/LT- D (4M)
CT- A/C/D (1E)
a good infighter with 4xSSRM6 plus and 5 E slots. Remember you have to take out both torsos or CT on clan mechs so XL engines are not a problem at close range.
UAC20 /ERML infighter
RA/LA -prime (4E)
RT- Prime -(1B/1M)
LT- A(3E)
Beam boat (LR or SR)
RA/LA -prime(4E)
LT- A (3E)
RT- any
CT- A/C/D (1E)
SRM or lrm5 boat
RA/LA -prime (4E)
RT/LT- D (4M)
CT-Any
Dakka
RA- B (1B)
LA- prime (2E)
RT- prime (1B 1M)
LT CT- prime (1B)
As you can see, it is kind of hard to boat anything, you end up with a mix of 2 2 or more weapons. With the low slug arms I am thinking it will excel as an infighter, with ERML or cLPL tear through IS mech at effecticely medium range and UAC20's or UAC2's getting the kills.
If the current meta continues
2xERPPC
3xUAC5
in the dakka variant above will do a LOT of damage.
#207
Posted 10 April 2014 - 03:51 PM
#208
Posted 10 April 2014 - 03:51 PM
#209
Posted 10 April 2014 - 03:51 PM
#210
Posted 10 April 2014 - 03:52 PM
Think LESS cataphract legging... more crouch!
Edited by Creovex, 10 April 2014 - 03:54 PM.
#212
Posted 10 April 2014 - 03:54 PM
#213
Posted 10 April 2014 - 03:54 PM
Timber Wolf on your screenshot look like feces, I'm glad I won't have to waste 55$ just to pilot Timber Wolf in a dumbed down, broken promises, catering to bad players, poorly designed game.
Great job PGI, you ****ed up once again. Enjoy feeding off of brainless fandom hillbillies until you **** the game so much even they won't eat it.
P.S. Looks even worse than on concept arts, while other Clan mechs are great on concept arts. This is Timber Wolf:



Your junk IS NOT Timber Wolf.
#214
Posted 10 April 2014 - 03:54 PM
#215
Posted 10 April 2014 - 03:54 PM
5/10
Color me disappointed.
#216
Posted 10 April 2014 - 03:55 PM
Another nit-pick is with the hardpoints. Timber Wolf is an Omni-mech, yet all I see listed are fixed weapon type hardpoints. If I recall there are at least omni bays in the side torsos. Also every image of the Timber Wolf Prime did not have a ballistic in the CT, they were in both the RT and LT, or at least appeared that way since they were usually under the sides of the cockpit (EDIT: Looking back at the images Mike Getsome posted, I do see that the machine guns are CT and RT. Didn't see that earlier). Now I know there was talk about swapping non-CT parts for customizing, but if the parts have all specific weapon types, it doesn't seem to make me think it would feel the same. I could be wrong though as none of us have yet actually SEEN how its played out in mech bay.
I was kept in suspense waiting for this only to let out a dissapointing lack-of-perfection sigh. However it is still looking awesome in general. I can't wait to get mine on release day.
Edited by Sevronis, 10 April 2014 - 04:23 PM.
#217
Posted 10 April 2014 - 03:55 PM
Edited by Irontygr, 10 April 2014 - 03:56 PM.
#218
Posted 10 April 2014 - 03:56 PM
#219
Posted 10 April 2014 - 04:01 PM
Constructive Criticism:
-Legs look like they belong on an Atlas-sized mech
-Torso looks like an anorexic catapult
#220
Posted 10 April 2014 - 04:04 PM

http://www.sarna.net/wiki/Rakshasa
Edited by Irontygr, 10 April 2014 - 04:05 PM.
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