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Apparently The Bj Is Undersized...and Not The Most Reasonably Sized 45 Tonner. #pgiplz No


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#381 cazidin

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Posted 07 May 2016 - 10:44 AM

View PostScarecrowES, on 07 May 2016 - 10:41 AM, said:


So... "where it accounts." What 'It' are we talking about here? Because at this point we've talked about so much I'm not even sure what you're trying to refute, and it's becoming tedious.

There's no such thing as "overlapping profiles" when we're looking at a single object. You've just got a profile. It can't overlap itself.

And regardless... we've discussed the relationship of profile to surface area to volume. We've discussed how each deals with shapes, erroneous geometry, etc.

And noone is saying volume is balance. Rescale is not happening for the sake of balance. It has NOTHING to do with balance. It has everything to do with producing a baseline that can be balanced FROM. The fact that you're even talking about balance in a discussion about scale is a problem.

But, from a relative perspective, having all mechs represent their actual tonnage will likely improve balance by default over a system of trying to compensate - by feels - for models that vary from an ideal standard scale by as much as 18%. Just sayin'.


I think, atleast in this, you're correct. The rescale is to address the problems of under/oversized mechs and then apply a new set of quirks, THE QUIRKENING V:AGE OF THE SPIDER, and go from there.

#382 Wintersdark

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Posted 07 May 2016 - 10:47 AM

View PostDavers, on 07 May 2016 - 10:33 AM, said:


One of you is wrong.
No we're not. The Centurion is within 2% of it's correct volume. The Centurion is NOT the reference. It's just very close.

The Hunchback (and, IIRC, the Atlas) are pretty much bang on.

Quote

Pure speculation. We don't know if 'lots of mechs' are getting better or not. We know of a few mentioned that will get reduced, and even less that are getting larger. But almost every mech will be getting changes and we don't know what most of them will be.

This applies to the whole damn thread; you're worried the Blackjack will get worse, but all you know is "bigger", not how much.
We do know what a lot will be, and it's within our capability to use that knowledge to figure it out. But really, there's not a lot of point in figuring it out when we'll find out soon enough.

But, we do know what several mechs changes are.

The Dragon? Noticably smaller. That's definitely an improvement.

The Nova? Noticably smaller. I'll happily trade it's structural quirks for being smaller.

The Awesome? Full on remodel AND getting smaller. It's really unlikely that that will fail to improve it.

Catapult? Again, remodel and shrink.

These are good things.

#383 ScarecrowES

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Posted 07 May 2016 - 10:51 AM

View PostDavers, on 07 May 2016 - 10:33 AM, said:


One of you is wrong.



Pure speculation. We don't know if 'lots of mechs' are getting better or not. We know of a few mentioned that will get reduced, and even less that are getting larger. But almost every mech will be getting changes and we don't know what most of them will be.

And since the mechs that are 'getting better' may have their quirks reduced to compensate, I am not sure 'better' is the correct term to use.


Well, we know that 8 total mechs were found to be close enough to their correct volume to not REQUIRE rescale. PGI hasn't said what percentage of allowance they were giving for deviation from ideal to save any given mech from having to be adjusted.

PGI has indicated that the Hunchback is on target, and that mechs like the Centurion and Shadowhawk are within 2%, of the chosen reference point. So no, in this case your reading comprehension is off, not the statements made.

Other than the 8 PGI has stated - and I don't think they've ever said which 8 those are - every other mech is getting rescaled up or down. Some mechs are actually getting minor remodels (Warhawk, Direwolf, Grasshopper, etc), some are getting major remodels (Awesome), and some are getting completely redone from scratch (Catapult). PGI has said "most" mechs that are getting rescaled are going down, not up.

And honestly, having quirks reduced once mechs are brought down to their proper size is absolutely vital to the process. Would you think this wouldn't happen? The reason those quirks exist in the first place is because those mechs are bigger targets than they should be. If they're smaller, they won't need the quirks. Thus the result is net neutral.

Anything we can do to remove quirks should be seen as a good thing. Taking a long series of variables and turning them into a constant that doesn't require a massive series of quirks to compensate for is a win for everyone.

#384 Wintersdark

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Posted 07 May 2016 - 10:53 AM

View Postcazidin, on 07 May 2016 - 10:44 AM, said:


I think, atleast in this, you're correct. The rescale is to address the problems of under/oversized mechs and then apply a new set of quirks, THE QUIRKENING V:AGE OF THE SPIDER, and go from there.

Exactly.

We've been saying this from the start: The scaling isn't a balance change in and of itself, it's establishing a consistent baseline to balance from.


Yet people keep spouting "But but but this won't make balance any better!" As if anyone is claiming it'll magically fix balance issues. There's nobody in this thread - NOBODY - arguing that scaling everything by volume will magically make balance better. It'll certainly change the current state of balance, because (as everyone in this thread knows) scale is a significant part of a mech's performance.

PGI is never going to iterate on scale, so scale is never going to be a "balance adjustment knob". It's never going to be like quirks. We just get ONE scaling pass, and there'll never be another one. It's too expensive in terms of man hours to do it.

Given we only get one scaling pass, going for consistency is absolutely, inarguably, the best way to do it. There's no better alternative that will garauntee every mech gets done reliably and consistently.

One could argue that it won't be a magic balance panacea, and we'll all agree. It won't. But at least the mechs will be consistently sized, and new mechs will conform to that sizing. This helps for two important reasons: It prevents power creep via ever-smaller for their tonnage newer mechs, and it also prevents mechs from being released way too big for their tonnage (Poor Vindicator!)

#385 Mcgral18

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Posted 07 May 2016 - 10:58 AM

View PostWintersdark, on 07 May 2016 - 10:47 AM, said:

This applies to the whole damn thread; you're worried the Blackjack will get worse, but all you know is "bigger", not how much.


If only PGI could chime in on a 20 page thread to spread information

#386 Satan n stuff

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Posted 07 May 2016 - 11:01 AM

View PostScarecrowES, on 07 May 2016 - 10:41 AM, said:


So... "where it accounts." What 'It' are we talking about here? Because at this point we've talked about so much I'm not even sure what you're trying to refute, and it's becoming tedious.

There's no such thing as "overlapping profiles" when we're looking at a single object. You've just got a profile. It can't overlap itself.

And regardless... we've discussed the relationship of profile to surface area to volume. We've discussed how each deals with shapes, erroneous geometry, etc.

And noone is saying volume is balance. Rescale is not happening for the sake of balance. It has NOTHING to do with balance. It has everything to do with producing a baseline that can be balanced FROM. The fact that you're even talking about balance in a discussion about scale is a problem.

But, from a relative perspective, having all mechs represent their actual tonnage will likely improve balance by default over a system of trying to compensate - by feels - for models that vary from an ideal standard scale by as much as 18%. Just sayin'.

Alright then, a very simple example, since you apparently need one.
You have what looks approximately like a sphere, but it's surface actually consists entirely of large spikes and deep indentations, it's surface area is going to be massively inflated compared to a normal sphere of the same radius, it's volume is going to be much lower, it's profile however is virtually the same. Nothing you've posted accounts for that.

This is an extreme example, but it does show that volume or surface area based balancing is fundamentally imbalanced, because let me restate: we are not shooting at volumes, we are not shooting at surface areas, we are shooting at profiles.
I hope this gets the point across because I am done with this discussion.

Edited by Satan n stuff, 07 May 2016 - 11:02 AM.


#387 ScarecrowES

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Posted 07 May 2016 - 11:09 AM

View PostMcgral18, on 07 May 2016 - 10:58 AM, said:


If only PGI could chime in on a 20 page thread to spread information


It's an absolute problem PGI has with their processes and transparency within the community.

It really doesn't matter what process we're talking about, if you really want to have any idea what's going on with these processes at PGI, you've got to accumulate various tidbits of data spread out from townhalls, instagram, twitter, and the occasional nugget dropped into the forums here to have even an incomplete picture of the goings-on behind the scenes.

There's actually been a LOT of information about the rescale process put out there, but it's never been put in one place where people can just go and say, "Ah ha! I see what's going on now!"

I mean, to even know exactly what methodology PGI was using to set a reference for the rescales, you'd have to find a single tweet buried deep in Russ's twitter account. It's little wonder most people don't know what's going on. I figure most people, without a big ol' FAQ stickied to the front page of the forums, tend to think we have no idea what's going on and how things are being done... or why.

And unfortunately, that leaves the community in a lurch... too few people have a reasonable picture of what's going on.

#388 ScarecrowES

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Posted 07 May 2016 - 11:38 AM

View PostSatan n stuff, on 07 May 2016 - 11:01 AM, said:

Alright then, a very simple example, since you apparently need one.
You have what looks approximately like a sphere, but it's surface actually consists entirely of large spikes and deep indentations, it's surface area is going to be massively inflated compared to a normal sphere of the same radius, it's volume is going to be much lower, it's profile however is virtually the same. Nothing you've posted accounts for that.

This is an extreme example, but it does show that volume or surface area based balancing is fundamentally imbalanced, because let me restate: we are not shooting at volumes, we are not shooting at surface areas, we are shooting at profiles.
I hope this gets the point across because I am done with this discussion.


I actually HAVE already addressed that. What you're talking about is essentially an object with a significant number of erroneous surfaces that do not contribute significantly to volume. Each "spike" that you talk about will have a significant amount of surface area associated with it, but very little volume.

As I've discussed before, when folks have suggested we scale based on surface area, is that when people think "surface area" they actually mean "profile." Using surface area purely will inflate objects with more complicated geometry and cause them to deviate more from their standard surface area-to-volume ratios. Think about the Centurion, and it's head and shoulder fins. Those surfaces would cause that mech to have an artifically inflated ratio. Interestingly, this is not a problem you'll get using profile.

Profile will have the tendency to "iron out" erroneous surfaces. For instance, it eliminates non-visible surfaces entirely, and normalizes things like "spikes." These surfaces, which normally contribute heavily to surface area, will contribute far less the more limited your number of profile views used to to establish your comparative profile quantity. The total accuracy to surface area will depend on the simplicity of the object and the number of views used. However, because you're ironing out erroneous surfaces, basically eliminating ones that don't contribute to volume, your profile surface-area-to-volume ratio will actually be more consistent across a number of objects with varying shapes and irregular surfaces than a standard surface area-to-volume ration will be.

For more simple objects, the ratios you receive from profile will be pretty damn accurate to surface and then to volume. The more complicated an object, the more accurate profile will be to volume. However, it's impossible to quantify an infinite series of profiles. The best you can do is hope to estimate via a limited series.

Looking at both of the alternatives to volume... profile and surface area... you can see they tend to produce a great deal of variability from an absolute. You're going to get the same relative results, but the absolute results will run a little different. And that's thanks to shape. Volume ignores shape. It doesn't care if a mech has fins. And it can compensate for concave bits like on the Blackjack torso that reduce volume but actually increase surface area and would actually make the mech appear larger than it is via profile.

Thus, when trying to figure out just how big something is, there really is no more objective or accurate way to do it than volume. The next closest you'd come is trying to estimate by profile - which is highly fallible, of course - but not nearly so much as surface area.

#389 DAYLEET

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Posted 07 May 2016 - 12:03 PM

View PostScarecrowES, on 07 May 2016 - 11:09 AM, said:


It's an absolute problem PGI has with their processes and transparency within the community.

They are pretty transparent, or do you truly believe theres more is going on than what we hear in the Townhalls?

They don't come here because they dont care about the same things that we care about (and we manage to disagree with each others all the times too). They do their own things. Them coming here would only be puting oil on the fire. See how well the "the community does not know best" went. It's good that someone takes charge and say these things whether i agree with them or not. It would also be good if someone offered something else in return though. You can't please everyone.

We are given things in the Townhalls, things we even asked for, ui improvement, bigger things to be teased. They are immediately pushed aside by the community and we rush for that other thing we dont have yet instead. Its frustrating when stupid simple things like MGs cant be buffed by 0.2 points for a month to see how it goes, what could it break?

Id probably get in a fight about the voting system again but this time with an official and get banned this time so it's best he stays on his King chair on tweeter where he can easily dismiss what he dont like and that i can stay here expressing my feelings about what i dont like.

Edited by DAYLEET, 07 May 2016 - 12:05 PM.


#390 ScarecrowES

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Posted 07 May 2016 - 12:40 PM

View PostDAYLEET, on 07 May 2016 - 12:03 PM, said:

They are pretty transparent, or do you truly believe theres more is going on than what we hear in the Townhalls?

They don't come here because they dont care about the same things that we care about (and we manage to disagree with each others all the times too). They do their own things. Them coming here would only be puting oil on the fire. See how well the "the community does not know best" went. It's good that someone takes charge and say these things whether i agree with them or not. It would also be good if someone offered something else in return though. You can't please everyone.

We are given things in the Townhalls, things we even asked for, ui improvement, bigger things to be teased. They are immediately pushed aside by the community and we rush for that other thing we dont have yet instead. Its frustrating when stupid simple things like MGs cant be buffed by 0.2 points for a month to see how it goes, what could it break?

Id probably get in a fight about the voting system again but this time with an official and get banned this time so it's best he stays on his King chair on tweeter where he can easily dismiss what he dont like and that i can stay here expressing my feelings about what i dont like.


Best to take my whole statement together so you don't miss context. Context is very important.

#391 MauttyKoray

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Posted 07 May 2016 - 02:09 PM

View PostMcgral18, on 30 April 2016 - 09:18 AM, said:

At the Town Hall, Russ stated the BJ was to get bigger...and that made me sad.
I find the BJ to be the most reasonably sized, not a "55 ton mech size" 45 tonner such as the Vindi, or a voluminous torso like the SadCat.
Fridge is just hideous.


Another thing thing he said: After all the mechs are normalized in size, they will be quirked if they get gimped.
I'm almost expecting a lulzy doubled structure on BJs, because it would have a certain irony to it.
"We nerfed the BJ because it was too powerful, therefore we're also making it bigger so we can quirk it again, so we can nerf it again"


Posted Image
Spoiler


Or in album form if you prefer (I think one or two I didn't link, some are just mirrored)
http://imgur.com/a/Cy7aR

In other news, TIL, there's an orthographic Blender camera option that I had no knowledge about...this will make things easier and more accurate. If I make another collection that is...I guess after the rescale, I can make a grand comparison between the New and Old models.
Now that I know about the Ortho camera, and HOW TO LEVEL the camera, they should come out better. Those couple degrees off really bugged me.

The Vindi was getting a size reduction if I remember correctly.

#392 cazidin

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Posted 07 May 2016 - 02:44 PM

Can we all just agree that either PGI's new system will be perfect or completely terrible?

#393 ScarecrowES

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Posted 07 May 2016 - 03:07 PM

View Postcazidin, on 07 May 2016 - 02:44 PM, said:

Can we all just agree that either PGI's new system will be perfect or completely terrible?


It will be neither. Some mechs will see more favorable results under the new system than others. No matter what objective system you use, that would be true. An objective system doesn't play favorites or compensate for feels. Whatever results get plopped down from this system will neither be perfect NOR terrible. They'll just be.

It will be up to the community and PGI to take those results as the new baseline and make something perfect out of it. Or terrible out of it.

#394 p4r4g0n

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Posted 07 May 2016 - 04:51 PM

View PostScarecrowES, on 07 May 2016 - 03:07 PM, said:

It will be neither. Some mechs will see more favorable results under the new system than others. No matter what objective system you use, that would be true. An objective system doesn't play favorites or compensate for feels. Whatever results get plopped down from this system will neither be perfect NOR terrible. They'll just be.

It will be up to the community and PGI to take those results as the new baseline and make something perfect out of it. Or terrible out of it.


That pretty much sums it up I think.

Edited by p4r4g0n, 07 May 2016 - 04:53 PM.


#395 Satan n stuff

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Posted 08 May 2016 - 01:46 AM

View PostScarecrowES, on 07 May 2016 - 11:38 AM, said:


I actually HAVE already addressed that. What you're talking about is essentially an object with a significant number of erroneous surfaces that do not contribute significantly to volume. Each "spike" that you talk about will have a significant amount of surface area associated with it, but very little volume.

As I've discussed before, when folks have suggested we scale based on surface area, is that when people think "surface area" they actually mean "profile." Using surface area purely will inflate objects with more complicated geometry and cause them to deviate more from their standard surface area-to-volume ratios. Think about the Centurion, and it's head and shoulder fins. Those surfaces would cause that mech to have an artifically inflated ratio. Interestingly, this is not a problem you'll get using profile.

Profile will have the tendency to "iron out" erroneous surfaces. For instance, it eliminates non-visible surfaces entirely, and normalizes things like "spikes." These surfaces, which normally contribute heavily to surface area, will contribute far less the more limited your number of profile views used to to establish your comparative profile quantity. The total accuracy to surface area will depend on the simplicity of the object and the number of views used. However, because you're ironing out erroneous surfaces, basically eliminating ones that don't contribute to volume, your profile surface-area-to-volume ratio will actually be more consistent across a number of objects with varying shapes and irregular surfaces than a standard surface area-to-volume ration will be.

For more simple objects, the ratios you receive from profile will be pretty damn accurate to surface and then to volume. The more complicated an object, the more accurate profile will be to volume. However, it's impossible to quantify an infinite series of profiles. The best you can do is hope to estimate via a limited series.

Looking at both of the alternatives to volume... profile and surface area... you can see they tend to produce a great deal of variability from an absolute. You're going to get the same relative results, but the absolute results will run a little different. And that's thanks to shape. Volume ignores shape. It doesn't care if a mech has fins. And it can compensate for concave bits like on the Blackjack torso that reduce volume but actually increase surface area and would actually make the mech appear larger than it is via profile.

Thus, when trying to figure out just how big something is, there really is no more objective or accurate way to do it than volume. The next closest you'd come is trying to estimate by profile - which is highly fallible, of course - but not nearly so much as surface area.

You still don't get it? You hold volume up as some sort of ideal measure of scale when your own post clearly indicates it is not directly related to how easy it is to shoot a mech, just because volume is objective that doesn't make it not fundamentally imbalanced. You seem to want a system that will still require massive amounts of quirks to fix the most basic thing about mechs, do you actually trust anyone at PGI to come up with quirks that are remotely balanced?
As I said in my previous post, the example object would have a much lower volume compared to it's profile than a sphere with the same profile would, so if it's volume were set to be the same as that of the sphere it would end up having a much larger profile, in gameplay terms this is a direct nerf to any mech that has large arms, legs and/or weapons. This is the exact opposite of what should be done.

#396 Juodas Varnas

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Posted 08 May 2016 - 02:08 AM

View PostSatan n stuff, on 08 May 2016 - 01:46 AM, said:

You seem to want a system that will still require massive amounts of quirks to fix the most basic thing about mechs

How is that different from what we have now?

#397 Satan n stuff

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Posted 08 May 2016 - 02:12 AM

View PostJuodas Varnas, on 08 May 2016 - 02:08 AM, said:

How is that different from what we have now?

It's isn't and that's why it's a bad idea. The whole point of a global rebalance is to make things better, not to break things in a different way.

Edited by Satan n stuff, 08 May 2016 - 02:12 AM.


#398 Volthorne

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Posted 08 May 2016 - 09:42 AM

View PostSatan n stuff, on 08 May 2016 - 01:46 AM, said:

in gameplay terms this is a direct nerf to any mech that has large arms, legs and/or weapons. This is the exact opposite of what should be done.

You seem to have that backwards? 'Mechs with large arms and legs should - in theory - be getting either smaller or not changing BECAUSE their arms and legs have so much volume. Roflmen for example, have legs that easily surpass the entire volume of their torso when combined. The only 'Mechs getting "punished" per-se are ones that have small/thin arms or legs, and very volume inefficient torsos - namely the Blackjack, especially with those concave parts.

Your much touted/maligned profile example would be best demonstrated when comparing Scrows to any other 55 ton medium: the result is that the IS ends up with tiny Griffins, Wolverines, and Shaqhawks because the Scrow's profile(s) doesn't take into account the fact that it's torsos are basically a giant f*cking block of steel, nor that it's arms are nearly invisible from the side, profile-wise, whereas all the IS 'Mechs have arms that stick way out in front of them.

Edited by Volthorne, 08 May 2016 - 09:42 AM.


#399 ScarecrowES

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Posted 08 May 2016 - 10:26 AM

View PostSatan n stuff, on 08 May 2016 - 01:46 AM, said:

As I said in my previous post, the example object would have a much lower volume compared to it's profile than a sphere with the same profile would, so if it's volume were set to be the same as that of the sphere it would end up having a much larger profile, in gameplay terms this is a direct nerf to any mech that has large arms, legs and/or weapons. This is the exact opposite of what should be done.


You're actually wrong in this respect. Completely wrong. The object you described would hold much closer to a pure representation of the surface area-to-volume ration of a sphere using profiles as an estimation than it would using it's pure surface area, for all the myriad reasons I showed you.

If you take a sphere covered in spikes, and you take a 2d profile of that... a silhouette if you will... that silhouette eliminates the overwhelming majority of those spikes from even having any effect on the profile. The only spikes you'll see at all are those specific parts that extend beyond the perimeter of the main body of the profile, in this case the circle produced.

So while those spikes would produce a MASSIVE increase in the total surface area of that object, it would have little effect on both volume and profile - the spikes themselves having a low surface area-to-volume impact individually, and being largely eliminated in profile. The ratios you'd produce using both methods would actually end up with very similar results. For all intents and purposes, with the profile method you're taking a VERY roundabout way to estimate volume.

I think you're really struggling to understand how this works.

View PostVolthorne, on 08 May 2016 - 09:42 AM, said:

You seem to have that backwards? 'Mechs with large arms and legs should - in theory - be getting either smaller or not changing BECAUSE their arms and legs have so much volume. Roflmen for example, have legs that easily surpass the entire volume of their torso when combined. The only 'Mechs getting "punished" per-se are ones that have small/thin arms or legs, and very volume inefficient torsos - namely the Blackjack, especially with those concave parts.

Your much touted/maligned profile example would be best demonstrated when comparing Scrows to any other 55 ton medium: the result is that the IS ends up with tiny Griffins, Wolverines, and Shaqhawks because the Scrow's profile(s) doesn't take into account the fact that it's torsos are basically a giant f*cking block of steel, nor that it's arms are nearly invisible from the side, profile-wise, whereas all the IS 'Mechs have arms that stick way out in front of them.


And yes, here too he's struggling to get this right.

Having massive arms and legs is the best-case scenario for a mech that's shown to be oversize by volume. Having so much of a mech's volume tied up in secondary model components will mean that the mech - when scaled down - will have the smallest possible torso. That is due to the inefficiency of the placement of the volume in the limbs compared to the torso. Centralizing mass in the torso would result in a larger mech, proportionally, on rescale than massing tonnage in the limbs.

I had actually argued, when we were originally talking about what needed to happen to the Warhawk... when people would argue about wanting to reduce the size of it's legs to be proportional to that chassis, rather than using the base Dire Wolf legs as it does now... I had pointed out that keeping the legs the size they were NOW in proportion to the body would ensure the torso would get the smallest possible profile when the Warhawk was eventually scaled down. If you shuffled more volume into the torso by reducing the size of the limbs, the torso would shrink less dimensionally (by profile) than the other way around.

It can be a tough concept to grasp.

#400 Satan n stuff

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Posted 08 May 2016 - 11:13 AM

View PostScarecrowES, on 08 May 2016 - 10:26 AM, said:

It can be a tough concept to grasp.

Apparently so, since you still haven't.





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