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Size Comparisons

BattleMechs

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#21 Quicksilver Aberration

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Posted 03 March 2015 - 01:08 PM

View Postwolf74, on 03 March 2015 - 10:49 AM, said:


So the Stalker should be as Wide as an Awesome and the Awesome Should be a Deep as a Stalker is what I am reading from your text. Stalker, Rave, King Crab, Dishie, Warhawk, Shadow Cat, & the Cauldron-Born are all going to have a Higher Chance of getting hit from Arty/Air strikes do to their Large Top areas was well at being shot from above/below.

[sarcasm] Welcome to Blockwarrior online where Everything is the SAME! [/sarcasm]

The Raven and Stalker are Deep as a Draw back where the Awesome is Wide. Aka it ALL depends on which why your looking at the Mech, Which is Why the Volume Method remove ALL Personal Views out of it and does a Tonnage/Volume ratio so All Mech of the Same weight have the Same targeting from all Angles average together.

The front profile is used/preferred because most mechs are humanoid in figure. Of course there are always special cases like the Raven, Stalker, King Crab, and Nova. Either way, a better example would be the King Crab/Atlas comparison. I have a sneaking suspicion that the King Crab has more volume to it than the Atlas, yet the King Crab has the better hit boxes due to it being large in profile from the top, which is rarely a huge issue because elevation differences tend to be rather minor in this game.

This is the problem with volume, this game has 2 profiles that matter, and one of those is slightly more important than the rest, the front. After all, most mechs have to look straight at you to shoot you. Now that doesn't mean the side profile is irrelevant, as the Raven and Jenner have an extensive side profile that often exploited, so they need to be smaller in the front profile than the Firestarter and Panther. Again, this is where you play a guessing game in adjustments and fine tune them though. I may have over-adjusted the Stalker, but in comparison to all other mechs, this thing has had one of the smallest profiles for a long time.

I'd have to close the meshes to actually calculate volumes, which means it would take some serious editing to actually be able to calculate that anyway.

View PostAlistair Winter, on 03 March 2015 - 12:34 PM, said:

Can you please upload a larger version of the images in the OP? Something like 1600 or 2000 pixels wide, or more? I recommend using imgur.com, it's a lot better than photobucket.

Maybe I can finally get around to drawing the last pixel art mechs :)

The originals are 10800 x 540, I will just upload them to my dropbox and include the link in the OP. Not sure what happened with the Thunderbolt, but the silhouette is still visible enough.

#22 Ovion

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Posted 03 March 2015 - 01:13 PM

View PostStrum Wealh, on 03 March 2015 - 01:03 PM, said:

To be fair, evidence suggests that PGI seems to have the right idea & has applied it more-or-less correctly with regard to the Medium, Heavy, and Assault 'Mechs.

The problem is that the Light 'Mechs are generally & significantly underscaled relative to the other weight classes, with some being arguably out-of-whack relative to even other Light 'Mechs.

(courtesy of Ovion)
(also courtesy of Ovion; source)
Saves me pasting them in. :P

I really need to update these too....

#23 wolf74

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Posted 03 March 2015 - 01:33 PM

I can Understand about them not Closing the Meshs so it a Pain in the butt to do the Volume calculation. But as I said it the best method just happen not the easiest sadly.

Hats off to you by the way for having the Skills and Tools to even think about trying to do it.

Edited by wolf74, 03 March 2015 - 01:34 PM.


#24 Quicksilver Aberration

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Posted 03 March 2015 - 01:34 PM

View Postwolf74, on 03 March 2015 - 01:33 PM, said:

I can Understand about them not Closing the Meshs so it a Pain in the butt to do the Volume calculation. But as I said it the best method just happen not the easiest sadly.

Again, best is quite a substantial assumption on your part.

#25 wolf74

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Posted 03 March 2015 - 01:37 PM

Just be happy you don't have to Add 3% each if a mech has Endosteel or Ferro-Armor or another 5% for Being a Omni Mech as Extra Factors to think about.


Edit

or another Thought Mech Base Size +X% for Every Critical Slot Filled.

Edited by wolf74, 03 March 2015 - 01:39 PM.


#26 Triordinant

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Posted 03 March 2015 - 01:43 PM

Another thread title that's just begging for a green joke -but it won't come from me! :lol:

#27 Quicksilver Aberration

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Posted 03 March 2015 - 01:44 PM

View Postwolf74, on 03 March 2015 - 01:37 PM, said:

Just be happy you don't have to Add 3% each if a mech has Endosteel or Ferro-Armor or another 5% for Being a Omni Mech as Extra Factors to think about.


Edit

or another Thought Mech Base Size +X% for Every Critical Slot Filled.

Well this is the problem with the translation of TT (RTS) to FPS. MW4 tried to correct these problems by adding gameplay elements outside of size to balance Endo vs Standard or XL vs Standard. MW4 doesn't get enough credit for actually learning from past Mechwarrior games and attempting to correct issues with translation from an RTS to an FPS. Sure it over-butchered some things but it at least attempted something different, and for the most part, those things could've been corrected with some number changes. That's a little outside of the scope of this thread though.....

Edited by WM Quicksilver, 03 March 2015 - 01:48 PM.






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