Marauder Model Sneak Peak
#61
Posted 21 October 2015 - 12:31 PM
#63
Posted 21 October 2015 - 12:42 PM
Mister Blastman, on 20 October 2015 - 05:21 PM, said:
Fup's answer is probably correct, but I like mine more.
PGI was afraid this mech might be remotely XL viable, so they needed those exhausts to increase the size of the side torsos.
#64
Posted 21 October 2015 - 12:51 PM
Bishop Steiner, on 21 October 2015 - 11:49 AM, said:
No guessing involved.
But, but, but... December!
We want to know nao! Uhm no, actually, we want to pilot it NAO
#65
Posted 21 October 2015 - 12:56 PM
0bsidion, on 21 October 2015 - 12:13 PM, said:
OK, I guess there's a third and fourth possibility, and that is the person making the model just isn't very good at following a drawing, or they're taking 'artist's licence' with the thing.
No, it kind of gave me that impression as well.
4th reason.... clipping issues or other limitations force redesign
#66
Posted 21 October 2015 - 02:02 PM
#67
Posted 21 October 2015 - 02:05 PM
Edited by k05h3lk1n, 24 October 2015 - 04:24 AM.
#68
Posted 21 October 2015 - 02:48 PM
#69
Posted 21 October 2015 - 02:49 PM
Hydrocarbon, on 21 October 2015 - 02:02 PM, said:
It has more to do with weight balance. If you look at it from the side, you can see that the center of mass would be shifted towards the front, if you made the exhaust areas smaller.
Edited by zagibu, 21 October 2015 - 02:52 PM.
#70
Posted 21 October 2015 - 04:03 PM
Alistair Winter, on 21 October 2015 - 06:51 AM, said:
I give it an 9/10. Other than the cockpit, it's one of the prettier mechs in the game.
Bishop Steiner, on 21 October 2015 - 10:21 AM, said:
Not complaining, I actually think it looks a little better that way, but wondering if I am imagining things. 2D to 3D can be hard to tell without actual measurements.
The screenshot from the Instagram post does seem to be at roughly the same angle as the concept art POV, and it does look like the body has been shortened a bit in the 3D rendition.
Also, there is still too much glass, IMO - it could do without the sections rearward from the first piece of glass (e.g. everything behind the strakes/intakes), replacing that with armor plate.
#71
Posted 21 October 2015 - 05:33 PM
#72
Posted 21 October 2015 - 06:02 PM
Ultimatum X, on 21 October 2015 - 12:42 PM, said:
Fup's answer is probably correct, but I like mine more.
PGI was afraid this mech might be remotely XL viable, so they needed those exhausts to increase the size of the side torsos.
The older versions of the Marauder had pods that stuck out and were located in the same spot. I think it is a call out to that old design.
#73
Posted 21 October 2015 - 06:06 PM
MeiSooHaityu, on 21 October 2015 - 06:02 PM, said:
ah but it's easier and better to make unfounded claims because it's not "meta".
#76
Posted 21 October 2015 - 08:45 PM
However - my OCD will not let me "unsee" the fact that the top of the arm pods are slanted down towards the barrels, rather than flat across the top of the pods. For some reason, I just cannot get past that design detail enough to buy the mech. Maybe at some point it will grow on me...
So far, I haven't noticed any "show stopper" details on the Warhammer, so I went ahead and got it.
-Clayrock
#77
Posted 22 October 2015 - 03:10 PM
They Need this modeler to work on all their mechs for now on..
Edited by Mordric, 22 October 2015 - 03:10 PM.
#78
Posted 22 October 2015 - 03:21 PM
Mister Blastman, on 20 October 2015 - 05:21 PM, said:
Maybe not inlets but outlets?
Vents for waste heat?
So that in the event that someone somewhere in the Inner Sphere realizes that heat seeking missiles are THE way to go for killing mechs those missiles would have some easy targets maybe?
#79
Posted 22 October 2015 - 03:31 PM
Lykaon, on 22 October 2015 - 03:21 PM, said:
They kinda already tried that...
"When using infrared sensors, any time a unit that tracks heat is 'hot', it can be more easily detected. For each heat-induced MP modifier on the target, the range of a sensor is expanded for that unit(s) by 1 hex; add 1 additional hex if the unit has been hit by an inferno attack, or is standing in a hex that is on fire. For example, a player is using a ’Mech IR sensor and rolls a 5, resulting in detection of any unit in that sensor’s medium range bracket (hexes 11–20). However, a ’Mech with 15 points of heat (inflicting a –3 MP modifier) is at hex range 8, three hexes away from the medium range bracket. The infrared sensor spots the “hot” unit. If the ’Mech only had 14 points of heat, or if it was at hex range 7 (four hexes away from the medium range bracket), it would have remained undetected." - BattleTech Infrared Sensors, Tactical Operations, pg. 223
"Against heat-tracking units that have overheated, Heat-Seeking Missiles receive a to-hit modifier equal to the heat-induced MP modifier for the target. (For example, if a target BattleMech has overheated by 12 points - producing a –2 MP movement modifier - the missiles receive a -2 to-hit modifier.) An additional modifier of -2 applies if the target is currently on fire, or if the target is a Fighter, Small Craft, DropShip, or WarShip and the line of attack passes through its aft hexside.
Against non-heat tracking units or units that have not overheated, Heat-Seeking Missiles receive a +1 to-hit modifier.
If a flight of Heat-Seeking Missiles is fired into or through a hex that has been set on fire, a +2 to-hit modifier applies to the attack as well." - BattleTech Heat-Seeking Missiles, Tactical Operations, pg. 369
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