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Stalker Weapon Geometry Pass?


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#1 TELEFORCE

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Posted 01 January 2016 - 06:58 AM

I think the Stalker is the last 'mech in this game to have yet receive a geometry pass. Has anyone heard anything about this classic getting one?

#2 Juodas Varnas

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Posted 01 January 2016 - 07:04 AM

Hopefully it isn't as god awful as the previous geo pass on the Commando, Dragon aaaaaand basically every mech in the game, that didn't come with Dynamic geometry originally.

#3 Ghogiel

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Posted 01 January 2016 - 07:08 AM

*flash backs to CPLT*

I'm scared. Hold me.

#4 Funky Bacon

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Posted 01 January 2016 - 07:09 AM

SHHH! Don't remind them, darnit!!

#5 Cyborne Elemental

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Posted 01 January 2016 - 07:12 AM

Prepare yourselves, it will be bad.

Why do I know this?

Look at Commando, Centurion, Dragon, Awesome, Spider, Raven, Cicada, Jager, Cataphract.

#6 Nighthog

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Posted 01 January 2016 - 07:16 AM

Looking at the mech I don't see to much grit with getting the same new weapons onto it than the rest rather than no adaptation at all for what you put on. Though I would like to see less of the extra "protrusions" when there are more mounts for a specific spot than the mech was "designed" for.

#7 kapusta11

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Posted 01 January 2016 - 09:22 AM

Posted Image

Taken from http://mwomercs.com/...cartoons-912-9/

#8 TELEFORCE

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Posted 01 January 2016 - 10:30 AM

I guess I wish there were PPCs sticking out of my Stalker's hardpoints instead of just laser lenses. Also, I wouldn't mind up to 20 missile tubes for all of the missile launchers.

#9 stjobe

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Posted 01 January 2016 - 10:51 AM

Careful what you wish for...

Posted Image

That's a COM-2D with a SRM-2 and SRM-6 in the right arm, and a single ML in the left arm.

Notice how the SRM-6 does not have its own model, but instead uses two LRM-5 models with two tubes plugged on each.
Also notice how the single-energy hardpoint left arm has a dual energy mount - although only one of the five Commando variants even has dual energy hardpoints in the left arm.

The worst part? The Commando actually had both single and dual energy hardpoints, that even varied in size depending on whether it was a ML or LL. It didn't adjust with the loadout, but why not make use of those art assets?

#10 mark v92

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Posted 01 January 2016 - 11:14 AM

Kinda want those scalable launchers and dynamic ct/st energy hardpoints. but im scared at the same time.

Scared of the vcr launchers.
Scared of the ugly brown missile dots
Scared of bulky arms.
Scared of the blocky energy hardpoints that might not fit in the arm boxes.
Scared of mini ppc (since it has to fit in the arms)

They kan make it better with the dynamic hardpoint pass but theres a lot of chance that they can make it worse

#11 mark v92

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Posted 02 January 2016 - 07:27 PM

So, lets get this thread going again.

Modified the stalker and gave it dynamic hardpoints.
its not perfect and it was quickly done but i tried to keep the old design as much as possible.

Posted ImagePosted Image

tried to incorporate all availible hardpoints (only ones missing are the misery balistic and the double st missile slot)

arm missile pods are slightly smaller because the energy had to be a bit bigger.

for clarification this is armed with:

right arm: lrm 20, 2x laser
right st: lrm 15, ppc
center: laser
left st: laser, no missile
left arm: srm 6, 2x ppc

opposite (relative to view) missile pod bay door is closed

Edited by mark v92, 02 January 2016 - 07:38 PM.


#12 Narcissistic Martyr

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Posted 02 January 2016 - 09:57 PM

Damnit man, stop asking about it. Dynamic hardpoints have made every single mech look worse. Just keep quiet and hope they forget about it.

#13 Sigilum Sanctum

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Posted 02 January 2016 - 11:04 PM

View Postmark v92, on 02 January 2016 - 07:27 PM, said:

So, lets get this thread going again.

Modified the stalker and gave it dynamic hardpoints.
its not perfect and it was quickly done but i tried to keep the old design as much as possible.

Posted ImagePosted Image

tried to incorporate all availible hardpoints (only ones missing are the misery balistic and the double st missile slot)

arm missile pods are slightly smaller because the energy had to be a bit bigger.

for clarification this is armed with:

right arm: lrm 20, 2x laser
right st: lrm 15, ppc
center: laser
left st: laser, no missile
left arm: srm 6, 2x ppc

opposite (relative to view) missile pod bay door is closed


This is actually rather nice. The second missile hard points could be applied further along the nose. If PGI does anything other than this I truly weep for the Stalker.

#14 Ultimax

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Posted 02 January 2016 - 11:13 PM

View Postmark v92, on 02 January 2016 - 07:27 PM, said:

So, lets get this thread going again.

Modified the stalker and gave it dynamic hardpoints.
its not perfect and it was quickly done but i tried to keep the old design as much as possible.

Posted ImagePosted Image

tried to incorporate all availible hardpoints (only ones missing are the misery balistic and the double st missile slot)

arm missile pods are slightly smaller because the energy had to be a bit bigger.

for clarification this is armed with:

right arm: lrm 20, 2x laser
right st: lrm 15, ppc
center: laser
left st: laser, no missile
left arm: srm 6, 2x ppc

opposite (relative to view) missile pod bay door is closed



That actually looks good, nicely done.

#15 mark v92

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Posted 03 January 2016 - 06:44 AM

View PostSigilum Sanctum, on 02 January 2016 - 11:04 PM, said:

This is actually rather nice. The second missile hard points could be applied further along the nose. If PGI does anything other than this I truly weep for the Stalker.


tried some different 2nd missile slots:

Posted ImagePosted ImagePosted Image

not all lrm 20 but you get the idea

pic 1: missile launcher extended to outside
pic 2: missile launcher extended to inside
pic 3: missile launcher on top warhawk style

Edited by mark v92, 03 January 2016 - 06:46 AM.


#16 TimePeriod

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Posted 03 January 2016 - 06:57 AM

The Catapult K2 was not so bad...
Okay maybe the ballistic hardpoints was a little off..
The energy torso points could have used a little love...

RUN FOR YOU LIFE!!

#17 Navid A1

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Posted 03 January 2016 - 07:05 AM

If only they allowed Alex to do the dynamic models instead of modelers

#18 Mister Blastman

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Posted 03 January 2016 - 07:15 AM

View PostMister D, on 01 January 2016 - 07:12 AM, said:

Prepare yourselves, it will be bad.

Why do I know this?

Look at Commando, Centurion, Dragon, Awesome, Spider, Raven, Cicada, Jager, Cataphract.


Don't forget the Blackjack! They ruined that wonderful AC/20 arm that glowed after you fired it several times.

#19 Malleus011

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Posted 03 January 2016 - 09:15 AM

I wonder if dynamic geometry passes are actually an attempt to motivate players to buy new 'mechs?

Like your Stalker? Here, let's get rid of those missile doors and add some ugly black plastic launchers with extra holes blocked. And hang extra crud onto the sides. That new Highlander worth the money yet?

#20 mark v92

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Posted 03 January 2016 - 06:12 PM

View PostMalleus011, on 03 January 2016 - 09:15 AM, said:

I wonder if dynamic geometry passes are actually an attempt to motivate players to buy new 'mechs?

Like your Stalker? Here, let's get rid of those missile doors and add some ugly black plastic launchers with extra holes blocked. And hang extra crud onto the sides. That new Highlander worth the money yet?


I highly doubt that.

My guess is that its easier to just use the same geometry for weapons to save resources and to give it all the same art style. Its easier to just stick a standart premade ppc on a mech instaid of making all the weapons custom made per mech. Only thing they have to do now is scale the weapons a bit and done.

only the missile launchers still require some time i guess and even with those they try to make it quick and cut corners (looking at the commando for example)

Edited by mark v92, 03 January 2016 - 06:15 PM.






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