So considering the way in which we have gotten it, being heavily critical of the design may seem highly ungrateful. But, there is just so many things, that have gone so wrong, in the in game model, both from the original design, and Alex's gorgeous re-imagining.
Let us begin:
The Vulture- One of the most visually arresting designs in the classic Battletech game.
Several design elements of note:
Slender, but tall profile. Long/Deep torso
Long arm weapons barrels
Deeply flexed, ostrich legs.
Shoulders far behind hips.
The issues:
1) The deep but slender profile was changed to a much stubbier version. This is actually understandable, and much more survivable, fro side shots, than the original, much as the way the bullet snout of the Timber Wolf was reined in.
2) Long weapon arms? Nope. Stubby as heck. PGI modelers have done a lot of things right in this game, but the dynamic weapons are very hit and miss. In this instance, even using the generic "box" lasers, they are at the least, 2-3 times too short in barrel length. The PPC also could use a boost. This also largely points out the ludicrous nature of using the same little barrel for a .5 ton Small Laser and a 7 Ton Large Pulse Laser.
3) The Legs. IMO, the biggest deal breaker. 12-15 too large in general, and certainly 10% too thick in the thighs. I get that they followed the lore premise of re-using the legs from the Timberwolf (though even on the Timby they are borderline too thick). No, for me, the biggest issue is the posture. Far too erect and upright. Look at the original design, and it is deeply flexed, dynamic, looking ready to spring into motion. This one might actually be pretty easy to fix. Even if they simply re-rig the legs to a deeper bow, it would do wonders for the look, and perceived size, of the mech. Hardest part would probably be re-doing the walking animation.
4) The Shoulder placement. It is behind the hips. Perhaps, visually it would look nicer, further back, but with the changes made for viability, it would also probably expose the side torso to easier shots. So IMO; it's livable.
TR;DR:
Russ, not to sound ungrateful, but is there any way to have the weapon barrels looked into and given more of the flavor of the mech? And while a rescaling of the legs by 12.5% would be preferred, would it be too difficult to have the legs re-rigged (and walk re-done) to give the "proper" bowed look and gait to the Mad Dog?
edit:
25 minute sketch. Brehnman's pose, Alex's concept.
OK, this is what I am talking about...
Literally NO adjustments were made to the model. No hips moved, no limbes re-sized, nothing.
All I did was re angle the legs at the existing joints. Re-rig it akin to this, and look at how huge a difference you see in height, and the general demeanor of the profile. Doesn't have an upright Planters Peanut Man carriage anymore, but more akin to the Vulture the inner sphere named it after.
As of the June 2016 patch, this thread will be officialyl answered and it's purposed served.
Thank You PGI!
Edited by Bishop Steiner, 17 June 2016 - 07:49 PM.