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Cauldron-Born Screenshot
#61
Posted 10 June 2015 - 02:54 PM
![Posted Image](http://i.imgur.com/6ayV0nV.png)
#62
Posted 10 June 2015 - 02:55 PM
#63
Posted 10 June 2015 - 02:57 PM
![Posted Image](http://static2.wallpedes.com/wallpaper/animals/animals-for-gt-baby-pigs-wallpaper-cute-pig-wallpapers-for-desktop-mobile-hd-tumblr-iphone-with-quotes-facebook-android-of-dolls.jpg)
#64
Posted 10 June 2015 - 03:04 PM
LOL that goes for the piggy in the picture above this reply to.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
Edited by Johnny Z, 10 June 2015 - 04:43 PM.
#65
Posted 10 June 2015 - 03:08 PM
#66
Posted 10 June 2015 - 03:53 PM
VompoVompatti, on 10 June 2015 - 12:23 PM, said:
The Jager and the Crab have the same issue - but I think this mech makes up for it with usable torso mounts.
Assymetrical builds for the win.
#67
Posted 10 June 2015 - 04:23 PM
Yeah, I'm probably going to have to name it Bane now, too..
ANYWAYS. A lot may depend on how much of those arm struts count as arm, hitbox-wixe. If most of those are arm, then the thing will likely shed arms like an Ice Ferret (which is bad
![-_-](https://static.mwomercs.com/forums/public/style_emoticons/default/sleep.png)
Even then though, everyone complaining that you'll "have to expose the entire upper half of the 'Mech!" to get its arms over the hill are failing to realize that "the entire upper half of the 'Mech" looks to be maybe a third of the design's overall height. It's wide as hell but flat as a flapjack - backing off below cover again will take maybe two steps, and it'll be those same two steps to get your guns over the ridge again.
I seriously don't see where the hootenanny and hullabaloo is on this machine. It's got some of the best hardpoint placements in all of MWO, flat-out, no questions asked, and its overall geometry is by no means 'Awesome'. C'mon, folks. It's not going to be awful unless it's somehow against all reason the size of a Krab, and even then. Even then. Much can be forgiven for those ST hardpoints.
Edited by 1453 R, 10 June 2015 - 04:23 PM.
#71
Posted 10 June 2015 - 04:58 PM
-It would be extremely painful
-Those are big hitboxes
-For you.
#73
Posted 10 June 2015 - 05:38 PM
Looks a little shorter, prolly just from the animation. Me likey.
Now I know what the Bushwacker will be based on. Might be a tad big for it though, Bushwacker might be the next Nova if it isnt rescaled.
Now I also know what the Crab is going to mostly look like. Again, it might turn out a bit too big for a 50 ton mech.
#74
Posted 10 June 2015 - 05:44 PM
IraqiWalker, on 10 June 2015 - 04:36 PM, said:
Why? The Unique Geometry (UG) doesn't count towards the hitboxes. I guess it's an aesthetic thing for you? For me it looks cool as ice cream.
Its mostly an aesthetic concern. Alex did such a masterfully created EBJ. balanced lines and geometry... it was a masterpiece. The modelers totally destroyed it by their unique geo thingy. I thought the one posted on the wave 3 sale page was the (I) variant. it had all the invasion camo and colors. Actually i'm so disappointed and turned off by this.
btw... I know they don't count towards the hitbox (it will create a flame hurricane if it does)
Edited by Navid A1, 10 June 2015 - 05:45 PM.
#75
Posted 10 June 2015 - 06:05 PM
IraqiWalker, on 10 June 2015 - 05:09 PM, said:
I'm not sure what this is from, but my Heresy-O-Meter is picking up large readings.
https://youtu.be/VRCM0jWEQjQ?t=1m53s
It's a quote from The Dark Knight Rises
Edited by LordMelvin, 10 June 2015 - 06:05 PM.
#76
Posted 10 June 2015 - 06:20 PM
Navid A1, on 10 June 2015 - 04:32 PM, said:
yup that is exactly the thing that annoys me.
I don't know much about modeling or programing, but is the expanded geometry part of the model or separate pieces added to the base model?
If they're separate, would it be possible for PGI to add a checkbox into the ui for each mech with some code that tells the game not to render the expanded geo if the box is ticked?
Seems like that would be the best of both worlds. Don't know how it would effect camo and such.
#77
Posted 10 June 2015 - 09:29 PM
Navid A1, on 10 June 2015 - 05:44 PM, said:
Its mostly an aesthetic concern. Alex did such a masterfully created EBJ. balanced lines and geometry... it was a masterpiece. The modelers totally destroyed it by their unique geo thingy. I thought the one posted on the wave 3 sale page was the (I) variant. it had all the invasion camo and colors. Actually i'm so disappointed and turned off by this.
btw... I know they don't count towards the hitbox (it will create a flame hurricane if it does)
Okay. Thank you for explaining your viewpoint to me.
LordMelvin, on 10 June 2015 - 06:05 PM, said:
Nevermind. Readings are back down. For a second there, it seemed to synchronize with an old forbidden text bearing a name similar to half-light. Should any copies be found, turn them over to your local inquisitorial offices.
Airic Gryphon, on 10 June 2015 - 06:20 PM, said:
I don't know much about modeling or programing, but is the expanded geometry part of the model or separate pieces added to the base model?
If they're separate, would it be possible for PGI to add a checkbox into the ui for each mech with some code that tells the game not to render the expanded geo if the box is ticked?
Seems like that would be the best of both worlds. Don't know how it would effect camo and such.
I think they are part of the model, since camo applies to them (if they aren't then camo would not apply to them).
#78
Posted 11 June 2015 - 04:02 AM
#79
Posted 11 June 2015 - 06:09 AM
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