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Panther And Enforcer Screenshots And Quirks!


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#141 legionofvega

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Posted 09 February 2015 - 09:33 AM

View PostRernic, on 09 February 2015 - 08:33 AM, said:

So this is where my money went. Whoever the modeler is needs to be fired. They did a half-ass job. Looks like laziness to me. Last time i spend money on this cr@p. The head looks nothing like the artwork. For what we spend they need to put more attention to detail. Hats off to the artist he/she did a great job.


Wow, really? That much rage and judgment over such a small thing? First world problems I guess...

#142 John Mechlane

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Posted 09 February 2015 - 09:34 AM

View PostRernic, on 09 February 2015 - 08:33 AM, said:

So this is where my money went. Whoever the modeler is needs to be fired. They did a half-ass job. Looks like laziness to me. Last time i spend money on this cr@p. The head looks nothing like the artwork. For what we spend they need to put more attention to detail. Hats off to the artist he/she did a great job.

You're talking about the people who butchered the Catapul A1 with those cancer pods on the ears. Fat chance of anyone fixing the head on this one....

View Postlegionofvega, on 09 February 2015 - 09:33 AM, said:


Wow, really? That much rage and judgment over such a small thing? First world problems I guess...

It's not that big of a deal. But the mech looks a little less evil this way, and a little more ********.

Edited by JaniTheWeedman, 09 February 2015 - 09:36 AM.


#143 Agent 0 Fortune

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Posted 09 February 2015 - 09:55 AM

I am just now realizing that the "Prime" variants are not the default/original variants?
Why PGI?
When I think Panther it is the PNT-9R and Enforcer ENF-4R not the variants that came later.
PGI, do you remember way back when you released the Founders mechs and the Project Pheonix mechs. Do you recall the criteria for designate the "Prime" variant? I'll help you, it was the original variant.

It would be one thing if you allowed us to purchase "Hero" bonuses for any chassis or variant, but that is not the case, except for these two exceptions.

My question is, why change now? who benefits?

#144 Trashhead

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Posted 09 February 2015 - 10:09 AM

View PostAxeface, on 09 February 2015 - 08:46 AM, said:


Thats an exhaggeration. The model is good, it just needs the cockpit and 'mouth' to be scaled down and slightly reshaped, then it will be awesome and as close to the concept as the panther, which is outstanding imho.

Took the time to make a little anim of what i think would make the enforcer look more like it's concept. The front plate on the head would need ot be reworked a bit, but hopefully you can see my general intent.
Please take a look pgi, I purchased one and I'm really not happy with it - Panther though, that thing is beautiful.

Posted Image

^ This!
DO want !

#145 Gift of the Magi

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Posted 09 February 2015 - 11:07 AM

TO be honest, neither looks that close to the original mechs...but they still look good. I think a bit more gun arm and bit less head (did I just type that?) would refine an already nice model. It's a small thing, but it's those small things that make the difference between liking and loving a design.

So....who do I talk to about making my Dervish?

#146 NocturnalBeast

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Posted 09 February 2015 - 11:10 AM

PGI please show the in-game 3D models as well as the concept art when you are selling pre-order mechs.

Edited by Ed Steele, 09 February 2015 - 11:19 AM.


#147 Keisuke Nagisa

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Posted 09 February 2015 - 12:37 PM

Am i the only one who thinks LB range quirks are completely useless?

Give us a LB spread quirk!!!!!

Also modules for Spread, Heat generation, and duration of various weapons would be great for variety.

#148 Alaskan Nobody

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Posted 09 February 2015 - 01:08 PM

View PostAgent 0 Fortune, on 09 February 2015 - 09:55 AM, said:

I am just now realizing that the "Prime" variants are not the default/original variants?
Why PGI?

That actually came up back when the packs were first announced.

The "Primes" are the not the originals - but the ones from the era that would have been sent against the clans
(Part of the "resistance" theme)

#149 Odanan

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Posted 09 February 2015 - 01:12 PM

View PostAxeface, on 09 February 2015 - 08:46 AM, said:


Thats an exhaggeration. The model is good, it just needs the cockpit and 'mouth' to be scaled down and slightly reshaped, then it will be awesome and as close to the concept as the panther, which is outstanding imho.

Took the time to make a little anim of what i think would make the enforcer look more like it's concept. The front plate on the head would need ot be reworked a bit, but hopefully you can see my general intent.
Please take a look pgi, I purchased one and I'm really not happy with it - Panther though, that thing is beautiful.

Posted Image

This! ^^

#150 Bloodweaver

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Posted 09 February 2015 - 01:41 PM

View PostAxeface, on 09 February 2015 - 08:46 AM, said:


Thats an exhaggeration. The model is good, it just needs the cockpit and 'mouth' to be scaled down and slightly reshaped, then it will be awesome and as close to the concept as the panther, which is outstanding imho.

Took the time to make a little anim of what i think would make the enforcer look more like it's concept. The front plate on the head would need ot be reworked a bit, but hopefully you can see my general intent.
Please take a look pgi, I purchased one and I'm really not happy with it - Panther though, that thing is beautiful.

Posted Image

MUCH better... Still needs its shoulders fixed, though. They ought to be set higher, slightly further back, and less bulky. Basically the same stuff the head needs.

#151 Rernic

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Posted 09 February 2015 - 03:01 PM

View PostAxeface, on 09 February 2015 - 08:46 AM, said:


Thats an exhaggeration. The model is good, it just needs the cockpit and 'mouth' to be scaled down and slightly reshaped, then it will be awesome and as close to the concept as the panther, which is outstanding imho.

Took the time to make a little anim of what i think would make the enforcer look more like it's concept. The front plate on the head would need ot be reworked a bit, but hopefully you can see my general intent.
Please take a look pgi, I purchased one and I'm really not happy with it - Panther though, that thing is beautiful.

Posted Image

Thanks for taking the time for the edit maybe you should be working for them. Great job! This is exactly what expect.

View Postlegionofvega, on 09 February 2015 - 09:33 AM, said:


Wow, really? That much rage and judgment over such a small thing? First world problems I guess...

First off we paid for this, it's not free. They aren't doing us a favor so relax. Maybe you don't know the value of a dollar but I do and I expect good quality. People like you are the reason companies get away with all kinds of BS.

Edited by Rernic, 09 February 2015 - 03:02 PM.


#152 NocturnalBeast

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Posted 09 February 2015 - 04:27 PM

View PostRernic, on 09 February 2015 - 03:01 PM, said:

Thanks for taking the time for the edit maybe you should be working for them. Great job! This is exactly what expect.


I like the edits, but Photoshop Is not the same as 3D modelling.

Edited by Ed Steele, 09 February 2015 - 04:35 PM.


#153 K1ttykat

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Posted 09 February 2015 - 05:01 PM

The model is always going to be slightly different than the concept and the enforcer is well within an acceptable range of difference. If you don't like it, maybe you shouldn't have preordered based on concept art.

#154 0vertorque

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Posted 09 February 2015 - 05:08 PM

I have to say the Panther looks great. The Enforcer, well it looks like a go-bot. It's just like a cheap 80's transformer toy with no articulation.

#155 NocturnalBeast

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Posted 09 February 2015 - 06:08 PM

View PostSoldaris, on 09 February 2015 - 05:08 PM, said:

I have to say the Panther looks great. The Enforcer, well it looks like a go-bot. It's just like a cheap 80's transformer toy with no articulation.


Go-Bots were cool and were actually die-cast metal (probably with lots of lead in the paint).

#156 Axeface

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Posted 09 February 2015 - 06:26 PM

View PostK1ttykat, on 09 February 2015 - 05:01 PM, said:

The model is always going to be slightly different than the concept and the enforcer is well within an acceptable range of difference. If you don't like it, maybe you shouldn't have preordered based on concept art.


Well, I've certainly learnt not to pre-order ever again based on pgi concepts (panther and enforcer are my first pre-orders). So yes, you are right.

Can I ask why you don't think extra effort should be made to make it more like the concept? Why shouldn't that 'acceptable range of difference' be honed down a little? To me it isnt acceptable. Do you just not care or for some reason do you find people being upset about their purchase annoying? Or do you feel some strange need to defend mediocrity? Shouldn't pgi try harder to make the models more like the concept, which is what people are basing their purchases on? Why can we not, and why does it offend you that there are people that want it to be tweaked a little?

I am not harming the game or pgi by complaining that i'm not happy about a purchase, when it CAN be changed and won't affect you in the slightest.

Edited by Axeface, 09 February 2015 - 06:33 PM.


#157 Neutron IX

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Posted 09 February 2015 - 07:29 PM

View PostAxeface, on 09 February 2015 - 08:46 AM, said:


Thats an exhaggeration. The model is good, it just needs the cockpit and 'mouth' to be scaled down and slightly reshaped, then it will be awesome and as close to the concept as the panther, which is outstanding imho.

Took the time to make a little anim of what i think would make the enforcer look more like it's concept. The front plate on the head would need ot be reworked a bit, but hopefully you can see my general intent.
Please take a look pgi, I purchased one and I'm really not happy with it - Panther though, that thing is beautiful.

Posted Image


I don't particularly mind the new model, and will be happy with it as it, but I must admit, your edits really do look pretty sweet.

It's subtle, but it really helps me understand where the folks who don't like the model so much are coming from, even if I don't feel it.

#158 Bloodweaver

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Posted 09 February 2015 - 08:04 PM

View PostAxeface, on 09 February 2015 - 06:26 PM, said:


Well, I've certainly learnt not to pre-order ever again based on pgi concepts (panther and enforcer are my first pre-orders). So yes, you are right.

Can I ask why you don't think extra effort should be made to make it more like the concept? Why shouldn't that 'acceptable range of difference' be honed down a little? To me it isnt acceptable. Do you just not care or for some reason do you find people being upset about their purchase annoying? Or do you feel some strange need to defend mediocrity? Shouldn't pgi try harder to make the models more like the concept, which is what people are basing their purchases on? Why can we not, and why does it offend you that there are people that want it to be tweaked a little?

I am not harming the game or pgi by complaining that i'm not happy about a purchase, when it CAN be changed and won't affect you in the slightest.

Exactly. Some people :/

#159 Tarogato

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Posted 09 February 2015 - 09:18 PM

Posted Image

#160 MauttyKoray

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Posted 10 February 2015 - 12:26 AM

From: http://mwomercs.com/...ost__p__4181633

View PostMoonUnitBeta, on 09 February 2015 - 10:18 PM, said:

yeah that too! I made this up quick. Didn't bother going into the head much. Someone covered that already with a good edit.Posted Image

Edit: updated.
Edit: changed what I said, it sounded weird, like i was claiming your thoughts lol.

Its obvious that 2 different 3D modelers worked on the Panther and Enforcer respectively, the Panther is very well done and tailors closely to the concept art, meanwhile the Enforcer looks sloppy and as if it had shortcuts taken to reduce its poly count not to make it more streamlined but to make the job easier/quicker.

Overall I can deal with the rest of the mech if the head/face gets corrected, something not pointed out here is that the front of the head/face ends up much further down the chest area than the concept (look at where the front plate of the hexagon ends on the Concept compared to the model).

Quote

#1. Agreed

#2. Agreed (changing #3 could negate this change, as the ST isn't much wider than the Concept and between that and the change in #1 could alleviate this issue visually while keep the STs as are and reducing the work

#3. Agreed, from the center of the hexagon the shape needs to not change, but it need to be 'shortened' slightly moving each side inward as a whole, ultimately reducing the length of the top and bottom of the hexagon while not changing the angle of the hexagon itself. This only needs ever so slight of a reduction, not too much.

#4a/b. Top needs to be slanted slightly inward more, bottom needs to be moved back just a little to be inline with the flat face of the hexagon (if it isn't already).

#5. I'm not quite sure which piece you're talking about. However I'd like to point out here the pelvic area is much blockier in the model than the art and also hangs lower in the concept, an illusionary part that is causing visual 'strangeness' with the legs.

#6. Agreed, assuming the bottom is toward the inside of the mech and the top is toward the outside (facing us), the bottom piece tapers into the top face, while in the concept the piece had a 90 degree edge between the top and bottom.

#7. I'm assuming you mean the piece under #6, it could have to be changed to match the new angle of #6, and yes there was a bit more mech there in the concept than in the model.

#8. Upper legs need to be a bit deeper (front to back) than they are now and slants exaggerated from the current model, which would fit the concept.

#9/#10. The overall thickness needs to be reduced slightly, while providing a 70/30% (roughly) plit between the back and front division of the sections. Both pieces at the top have a slant, while only the front section has a slant on the side into the flat faces of the back piece.

#11. Possibly needs to be thinner, but I also don't see the slant of the side on the front piece of the shin guard. Shin guard is also actually TOO TALL, and the whole lower leg armor housing on that 'shin guard' piece in the front need to be thinned, downscaled slighty, and shortened to accomodate the upper stems from #9/10/11.

#12. No, this is a visual illusion due to the overly elongated kneepads, If you look the thighs are actually proportionally correct...possibly even too long, they may need to be shortened a tad after the lower leg armor housing in the front is corrected.

#13. The top flat face is actually so small it could possibly be removed for simplicity, leaving only the top angled face and the side flat face which would emulate the concept closely enough. Also, that entire piece is angled farther backward toward the bottom in the concept.

#14. Not half, maybe 60-70% as wide.

#15. Again, along with the #9-12, that entire armor housing in the front there is too large and needs to be reduced. Its too 'meaty' compared to the concept.

#16. Hopefully just a graphical issue...I hope. On the side toes, the shape is wrong. It should be flat bottom, with a 90 degree dace on its side, and then a top that slants up into that 'ring' housing, which is far too inflated/floating looking. The ring needs to not be so far angled outward on the outside and a bit thinner (75-80% of current thickness I'd say). Also notice that the inside side toe has a heavier flant (ring included) than the outside toe which is a bit flatter.

#17. The top of that piece needs to be angle more steeply toward the mech's leg, which will help with that Armor Housing in the front too. That piece (along with the rest of the lower leg its seeming) also needs to be made a bit thinner.

#18. Toe height looks like it may be okay, however, the bottom should again be flat, no double angle faces between the bottom and top flat faces. The front of the toe should be flat between the bottom and top, maybe a 'slight' angle tapering up to the top, but only slight.

#19. This is actually not so, as the foot depth actually looks about right from toe to heel. (See #18 for the 'side' issue) The sides, along with the rest of the leg armor housing, actually need to be thinner, closer to that little anchor connecting the 'shoe pad' to the leg assembly on the side there. The Toe overall needs to be about the length/width (in relation to the leg assembly as seen on the concept art) about where to top flat edge is. (overall thinner due to the reduced size of the leg thinning as a whole)

#20. With the other changes, the arms should actually be about the right width, no need to change it unless its still disproportionate after.

#21. This should be included with the thinning of the torso as a whole, top to bottom (shoulder to pelvis in other words).

#22. (same as #25) Warped due to the angle/geometry of the lower legs themselves being off.

#23. (See #5 below.) Adding: The top slanted area also has that inner section depressed and a higher ridge at the outside.

#24. Stabilizing fin...meant for the JJs? I feel that this could be skipped as it doesn't really provide any real aesthetic (it wasn't very noticeable in the concept) and would increase the leg hitboxes.

#25. (same as #22) Warped due to the angle/geometry of the lower legs themselves being off.


Some things I'm seeing that I may or may not have mentioned above, but are not part of the numbered problems. Numbers do not tie in to the above picture or numbered comments on that picture which I have stated prior, they're just to keep this an organized list too.

Quote

#1. The center torso overall is much deeper in the concept (front to back) which is seen when look at the distance between the front of the hexagon and the upper arm actuator (connection between ST and Arm). The angles are also much steeper, which would be corrected by making the torso thinner. The CT are, with the hexagon seems to be the major culprit as the sides are roughly even on the concept but the top/bottom of the hexagon are longer than the other 4 sides in the model.

#2. This actually rlates to #2 on the image, The ST piece highlighted by number by #2 is actually both too wide and too tall (I rescind my earlier statement that it wasn't) and reducing their height would make the angle for the piece above it more like the concept, and thinning it would provide the room for the head after the overall torso thinning.

#3. The right arm need to be a little bit shorter, and I believe cutting out about the amount of that flat piece between the laser and angled face (right in the middle of the front of the arm) would be just right.

#4. The pelvic area need to be more rounded like the concept and not so flat. It also hangs lower providing more space to correct the shape/angle of that small side piece on the pelvis. The leg actuators also look a big bigger in the concept (not by much, but noticeable) but that could be illusionary due to the incorrect shape of the piece on the side of the pelvis.

#5. With the increase of the upper leg (thigh) depth, the knee joint should be more forward, while the ankle will adjust angle to compensate slightly. This will also help adjust the angle of those boxes (JJs I'm assuming) on the sides of the lower legs. However, the adjustment of the lower leg armor housing in the front may help adjust the angle of the legs as a whole and not require the lower leg to be angle at all, just the rear JJ husing and the piece indicated by #22/25 to be adjusted.

#6. The third section (the one right before the barrel) on the ballistic arm should be slightly longer and the whole ballistic arm looks like it should be slightly taller, and a bit thicker. (Looks like a 4/3 ratio for width vs height.)

#7. The angle of the piece between the hexagon and head is steeper in the concept, reducing the height between the top of the hexagon and the top of the torso (keeping proportions correct) should both correct the angle and give the effect of sinking the head into the shoulder without having to move the arms. #2 from the image would need the side of the top piece on the STs thinned (less material between the arms and top).

Edited by MauttyKoray, 10 February 2015 - 12:27 AM.






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