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Direwolf Revealed By Accident?


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#61 FearNotDeath

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Posted 27 May 2014 - 04:54 AM

View PostTanE, on 27 May 2014 - 01:48 AM, said:

Easy thing: Flatten the Torso and the Dire Wolf is perfect:

Posted Image


Looks like the Adder evolved.

#62 DrSlamastika

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Posted 27 May 2014 - 05:08 AM

I am not happy from this :)

#63 S3dition

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Posted 27 May 2014 - 05:19 AM

It's not an accident. It's been replaced in every area, even those that would require a little extra work.

I think they just wanted to get the rage out of the way as quickly as possible. That thing is UGLY. UGLY UGLY UGLY. It looks like they crashed a 747 then shoved it into a puma.

#64 Kain

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Posted 27 May 2014 - 05:40 AM

The paint scheme does not do him justice, if you just picture him in a uni color, it will probably looks a lot better.
With this paint scheme his cockpit and outer parts are weird highlighted, and gives you a wrong view.

Nevertheless, The concept art is better

#65 Jacon Ceronia

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Posted 27 May 2014 - 05:50 AM

View PostS3dition, on 27 May 2014 - 05:19 AM, said:

It looks like they crashed a 747 then shoved it into a puma.


THIS.

...:)

#66 S3dition

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Posted 27 May 2014 - 06:04 AM

The downside - the Direwolf grew a few chins (or a gizzard).
The upside - nothing will ever hit those side torsos.
The downside - it will hit the center torso instead.

#67 Pariah Devalis

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Posted 27 May 2014 - 06:09 AM

Well, upside:

Spoiler


Dire Wolf: Making other mechs feel as bad as it looks.

#68 S3dition

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Posted 27 May 2014 - 06:16 AM

View PostPariah Devalis, on 27 May 2014 - 06:09 AM, said:

Well, upside:

Spoiler


Dire Wolf: Making other mechs feel as bad as it looks.


What's the point of that, exactly? Unless you can do that with omnipods in MWO, it's not an upside. It's something that will likely never be in the game.

Don't get me wrong, I'd love to run something similar, but they haven't announced what will be permanent and the distribution of FF/Endo slots. There may be only 4 free hard points each each torso slot, which means 4x uac2 is the best you'll get, plus the 2 arm weapons.

Of course, 4x uac2 and 2x uac20 is nothing to sneeze at...

Edited by S3dition, 27 May 2014 - 06:37 AM.


#69 Odanan

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Posted 27 May 2014 - 06:29 AM

View PostPariah Devalis, on 26 May 2014 - 03:48 PM, said:

God, damn. I do not want to sound like a total ass, but there is quite literally nothing about that Dire Wolf model that looks good to me - aside from the legs. The torso on this one, just like the warhawk, seems too big, but as if that was not bad enough they stretched it out unnecessarily. The classic bubble nose is now what appears to be the front end of some sort of cargo airliner bolted to a cardboard box. Combined, it makes the arms look extremely tiny by comparison, throwing the entire model's proportions out of whack.

While I am hoping part of it is the ridiculous fish-eyed perspective, I doubt it makes up for all of the mess I am looking at over here

Posted Image

This looks good. By comparison, they made the torso taller and the "nose" about twice as big as it was going to be. Screwy proportions wrecking this mech's looks.

Agreed!
These ugly Dire Wolf and Timber Wolf look nothing like the (excellent) concept arts...

#70 Pariah Devalis

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Posted 27 May 2014 - 06:53 AM

@S3: the point is THAT IS doable. They stated in clarification that armor value IS adjustable and they outlined the omnimech construction rules.  Follow them, use the Prime arms, use the Bravo torsos, both CONFIRMED variants, shave some leg armor, and blammo. Oh, and DW does NOT have Ferro or Endo. Even if it did, using the default positions in other clan mechs (which is not optimal) in a tt mechlab keeps it viable for MWO.

Edited by Pariah Devalis, 27 May 2014 - 06:56 AM.


#71 S3dition

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Posted 27 May 2014 - 07:00 AM

Okay, this might be viable build (depends on how close PGI follows the battletech designs):

Prime + B variant:

Heatsinks: 14 double (28)

Center Torso: ER Large Laser
Right Arm: Ultra AC/5 x1, UAC/5 Ammo x4
Left Arm: Ultra AC/5 x1, UAC/5 Ammo x4
Right Torso: Ultra AC/2 x2, UAC/2 Ammo x4
Left Torso: Ultra AC/2 x2 UAC/2 Ammo x4
Right Leg: UAC/5 Ammo x2
Left Leg: UAC/5 Ammo x2

+1 Ton of armor wherever

Total UAC/2 Ammo = 360
Total UAC/6 Ammo = 240

View PostPariah Devalis, on 27 May 2014 - 06:53 AM, said:

@S3: the point is THAT IS doable. They stated in clarification that armor value IS adjustable and they outlined the omnimech construction rules. Follow them, use the Prime arms, use the Bravo torsos, both CONFIRMED variants, shave some leg armor, and blammo. Oh, and DW does NOT have Ferro or Endo. Even if it did, using the default positions in other clan mechs (which is not optimal) in a tt mechlab keeps it viable for MWO.


Except they didn't release everything. We don't know what is going to be fixed in the internals and where. For example, they could place double heatsinks in the torso sections with the explicit objective of preventing that. By lore, that's not where the heatsinks are placed, but until we see the mech in game (or PGI tells us) we can't be sure.

Edited by S3dition, 27 May 2014 - 07:04 AM.


#72 John Norad

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Posted 27 May 2014 - 07:02 AM

Timber Wolf syndrome all over again.

Concept art was awesome, ingame model is awful.

-edit-
Oh, and awkward glossy clown paint scheme is awkward.

Edited by John Norad, 27 May 2014 - 07:34 AM.


#73 Pariah Devalis

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Posted 27 May 2014 - 07:13 AM

@S3, again, incorrect. They have not strayed so far in making stock configurations stick faithfully to the tt construction layouts. It would be a bigger assumption to think they would change it than to think they left it alone. Sticking to stock TT configurations of the Dire Wolf, you can clearly see just where the hardwired DHS and (in other mechs) the nonoptimal ff and es locations are. All omnimechs have a shared base empty configuration across a single chassis' variants. Sort that out and you have your base.

Again, it is possible. It is far odder a leap to assume they would change the stock configuration than to assume they will not. I am telling you that with the stock configuration base chassis you have the room. I am telling you that of the listed variants they provided in the AMA the hardpoints exist. They have clarified armor values can be changed. They have neatly explained how the omnipod system works.

Ergo, as the configuration meets all of the limitations and rules, the design is legal.

Whether or not that is a good thing is another story.

#74 S3dition

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Posted 27 May 2014 - 07:25 AM

Where is your source of PCI hard points? Where have they specifically listed all slots? You can't assume. Or do you still believe double heatsinks have double cooling?

#75 Pariah Devalis

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Posted 27 May 2014 - 07:42 AM

The source is "open a damned mechlab and compare." There are quite a few free ones. I suggest Megameklab. There have been no variants or mechs outside of, I think, one mech (YLW I believe) where they did NOT follow the stock configuration inside and out. As in, carbon copies in 99.9% of the time. It is outright illogical to assume they will deviate. How does that not make sense to you, exactly?

The DHS question is just silly. It assumes PGI will do something they have NOT been doing. Arguing for something against a set pattern of behavior makes no sense. Arguing for something that has been a set pattern does. I am arguing logic here based on past patterns. You are arguing for a deviation in their set patterns. Why?

Edited by Pariah Devalis, 27 May 2014 - 07:44 AM.


#76 Silence Jin Mang

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Posted 27 May 2014 - 07:55 AM

I am disappointed truly for the first time with PGI, this is utter laziness. I could model that in about 5 minutes and it look the same, it is absolutely ugly and is nothing but a stretched out Adder model. They do so well with the other models, even the TW, and then they give us this. I mean this looks like the back of a garbage truck with legs and arms. I pull this up and my friend, who has only played the PS1 Battletech games, comments on how bad that looks. I`d be willing to remodel it for free, its so ugly.

I`m sorry for the rage, but this is unacceptable and lazy, I would expect this from an indie game, but not from a well funded company.

#77 Grimmrog

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Posted 27 May 2014 - 07:59 AM

View PostJohn Norad, on 27 May 2014 - 07:02 AM, said:

Oh, and awkward glossy clown paint scheme is awkward.


Posted Image

#78 MechB Kotare

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Posted 27 May 2014 - 08:13 AM

Eeeeew, and i thought you guys screwed TimberWolf and Summoner (comparing to concept art) the most. The mech i was looking forward to the most turned out to be the biggest dissapoiting to me. Ugly shapes of Torso. Nothing else to say.

Edited by MechB Kotare, 27 May 2014 - 08:14 AM.


#79 Imperius

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Posted 27 May 2014 - 08:22 AM

View PostDark DeLaurel, on 26 May 2014 - 09:58 PM, said:


I've gotten this from them



That's funny cause they told me no... Of course this was back in Nov

#80 Desintegrator

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Posted 27 May 2014 - 08:22 AM

Where can I find the complete hardpoint list of all 3 variants on the Clan Mech page ??

I didn't find it right now.





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