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Cyclops Lore And Blueprint


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#21 Cy Mitchell

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Posted 16 May 2016 - 05:28 PM

Thanks for the bit of Lore. I really enjoy reading those. The Cyclops looks cool but it is IS so I will pass on this one. I look forward to seeing it in the game however.

#22 Hit the Deck

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Posted 16 May 2016 - 07:10 PM

View PostJuodas Varnas, on 16 May 2016 - 10:05 AM, said:

Looks good.
Very intrigued in how the model itself will look like, though.

Will probably look almost exactly like the orthographics, I guess. The modeling team has done stellar jobs lately in translating the 2D concept arts to 3D models!

#23 Metalcell

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Posted 16 May 2016 - 07:28 PM

Having to wait 3 months for it really sucks. :(

#24 The Boneshaman

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Posted 16 May 2016 - 07:30 PM

Only thing I hate and I mean HATE!!!!! is the 3 month waiting period from announcement to injection.
Granted it is less time than the 6+ month for 4 mechs.
But still I would like to see it work like this.

Mech is announced preorder for early adopter rewards (some times they are a month long some times 2 weeks.)

At the end of the early adopters we get them 2 months later buy with MC/ C-Bills

I would like to see them make a video on what goes in to making it from announcement to injection of the mech.
Give some of us a better understanding of what the team has to do to get the mech ready for us.

#25 goatreich

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Posted 16 May 2016 - 10:59 PM

I think I'll pass.
The Archer was disappointing and after seeing the ortho on this one, I think it wll have the same problems as the archer: Huge CT, Huge ST's, making it's survival just a question of time and/or luck.
I can wait for the C-bills.

#26 KrocodockleTheBooBoxLoader-GetIn

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Posted 17 May 2016 - 06:47 AM

Eased with ease? Cool story bro.



#27 KrocodockleTheBooBoxLoader-GetIn

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Posted 17 May 2016 - 06:52 AM

Quick play you can get away with more stuff, like hybred builds. Because of that Cyclops will be a lot of fun and versatile... for quick play. I don't see it fitting in comp play or cw/fw

#28 Twilight Fenrir

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Posted 17 May 2016 - 07:03 AM

I think they need to go back and add the same computer to the Rifleman... Well, at least the range buffs for itself, maybe not the buffing everyone elses range.

#29 DarthHias

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Posted 17 May 2016 - 07:13 AM

View PostAidan Pendragon, on 16 May 2016 - 05:16 PM, said:

I would give my right eye for a game where we could actually get and use combat info like this, instead of the sea of ECM, blank displays, and targets the computer can't tag even if you're looking at them.

I'd give the other eye for a game where a lone, "underarmed and underarmored" assault 'Mech with a single AC/20 can "savage" a 20-ton light. They must not have eight-hardpoint small pulse laser vomit and doubled armor values in this so-called "Battle Tech" universe.


Show me on your Atlas paperdoll where the evil Locust touched you. With a maximum of six small pulse laser because well hardpoints. Posted Image

Oh and you know that a higher base value profits more from the doubled armor right?

Edited by DarthHias, 17 May 2016 - 07:14 AM.


#30 Desintegrator

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Posted 17 May 2016 - 07:49 AM

Nice blueprint !

Like every new Mech, I'm interested how it will perform on the Battlefield !

Lets wait and see...

#31 Lizardman from Hollywood

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Posted 17 May 2016 - 08:25 AM

It's cw value will depend on the boost that the b2000 gives. I can easily see teams wanting one in every drop if it gave say a 15 to 20% increase in range/power. But if it's like 5% boost then there are alot better ways to spend your tons. Still love the mech tho, had one as my company lead in an old tabletop campaign that went on for years. I remember trading 2 lances worth of captured mechs for a working b2000 computer.

#32 KnowMeByTheTrailOfDeath

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Posted 17 May 2016 - 09:53 AM

My only request is that the head laser on the Hero actually shoots from the Cockpit Lens A Cyclops needs some Eye Candy. I would mount a single small laser or tag just to have the red beam.

Seriously PGI................Make this happen.

#33 Tordin

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Posted 17 May 2016 - 09:57 AM

View PostThe Boneshaman, on 16 May 2016 - 07:30 PM, said:


Only thing I hate and I mean HATE!!!!! is the 3 month waiting period from announcement to injection.

Granted it is less time than the 6+ month for 4 mechs.

But still I would like to see it work like this.


Mech is announced preorder for early adopter rewards (some times they are a month long some times 2 weeks.)


At the end of the early adopters we get them 2 months later buy with MC/ C-Bills


I would like to see them make a video on what goes in to making it from announcement to injection of the mech.

Give some of us a better understanding of what the team has to do to get the mech ready for us.




As far as I know, theres quite a bit going into making a mech. You have the idea which mech fits in the game regarding timeline/ tech.

Then theres the concept drawing which I think Alex said could take around 3 weeks? (correct me on this one)

Then theres tweaks to that concept, coloring etc, maybe take a week that too?

The transition from concept to model can take just as long, and then theres this painting, camo, detailing of the mechs. Judging by the mech packs we can get. It can be as few as three ( Urbanmech) or as many as eight (Phoenix Hawk) variants of that particular mech to finish.

Now all that could easly take two months, take/ add a few weeks.

And last, balancing, hardpoints and possible quirks.

All this counts for both IS and Clan mechs.

So yeah, it can be a pain to wait. But theres alot going on to make em done.

Gotta agree, would love to see some kind of documentary etc to see how the progress goes from idea, to concept, to finished model.

#34 Twilight Fenrir

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Posted 17 May 2016 - 10:09 AM

View PostTordin, on 17 May 2016 - 09:57 AM, said:



As far as I know, theres quite a bit going into making a mech. You have the idea which mech fits in the game regarding timeline/ tech.

Then theres the concept drawing which I think Alex said could take around 3 weeks? (correct me on this one)

Then theres tweaks to that concept, coloring etc, maybe take a week that too?

The transition from concept to model can take just as long, and then theres this painting, camo, detailing of the mechs. Judging by the mech packs we can get. It can be as few as three ( Urbanmech) or as many as eight (Phoenix Hawk) variants of that particular mech to finish.

Now all that could easly take two months, take/ add a few weeks.

And last, balancing, hardpoints and possible quirks.

All this counts for both IS and Clan mechs.

So yeah, it can be a pain to wait. But theres alot going on to make em done.

Gotta agree, would love to see some kind of documentary etc to see how the progress goes from idea, to concept, to finished model.

They did do one video of the skins on the Urbanmech and thr Kodiak.... Surprisingly huge time sink right there. And it has to be done 10+ times per mech for each camo pattern

#35 Luscious Dan

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Posted 17 May 2016 - 11:46 AM

View PostTordin, on 17 May 2016 - 09:57 AM, said:

As far as I know, theres quite a bit going into making a mech. You have the idea which mech fits in the game regarding timeline/ tech.

Then theres the concept drawing which I think Alex said could take around 3 weeks? (correct me on this one)

Then theres tweaks to that concept, coloring etc, maybe take a week that too?

The transition from concept to model can take just as long, and then theres this painting, camo, detailing of the mechs. Judging by the mech packs we can get. It can be as few as three ( Urbanmech) or as many as eight (Phoenix Hawk) variants of that particular mech to finish.

Now all that could easly take two months, take/ add a few weeks.

And last, balancing, hardpoints and possible quirks.

All this counts for both IS and Clan mechs.

So yeah, it can be a pain to wait. But theres alot going on to make em done.

Gotta agree, would love to see some kind of documentary etc to see how the progress goes from idea, to concept, to finished model.


Not to mention rigging, animation, sounds, whatever scripting and dynamic mesh shenanigans allow the base mech to accept all possible weapon hard points, plus the cockpit design, plus the cockpit items (standing, hanging, warhorns, etc.), establishing and testing the hit boxes... yeah there's some steps required.

Edited by Luscious Dan, 17 May 2016 - 11:46 AM.


#36 Arkhangel

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Posted 17 May 2016 - 12:41 PM

View PostLuscious Dan, on 16 May 2016 - 11:13 AM, said:

Cool story but someone forgot the hero mech has dual gauss rifles.

Not necessarily. thing to remember is it could also have been very well BEFORE her weapons loadout was customized. hell, said mission they're talking about could be why she got it done up custom. gotta remember Gauss weren't a terribly common weapon pre-invasion.

interestingly, btw, the Cyclops she's in looks to be a CP-10-Z. the Sleipnir itself, ironically, is quite similar to a 3071 variant of the Cyclops, the CP-11-B. could feasibly say Ariana's customized Operation Bulldog "Sleipnir" was the inspiration for that fit ;) kinda like how the X-5 is basically a prototype for the Strider OmniMech.

name's also pretty fitting considering we're talking about the Eridani Light Horse here. always liked those SLDF descended badasses (also second-largest Merc unit after Wolf's Dragoons, if i remember right)..

#37 CH4CH

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Posted 19 May 2016 - 08:06 AM

I wish the Hero mech should get an ECM too, It's a sniper mech right?

#38 Asmosis

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Posted 28 May 2016 - 12:31 AM

View PostDarthHias, on 17 May 2016 - 07:13 AM, said:



Show me on your Atlas paperdoll where the evil Locust touched you. With a maximum of six small pulse laser because well hardpoints. Posted Image

Oh and you know that a higher base value profits more from the doubled armor right?


Double paper armor is what, two ply?

#39 DarthHias

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Posted 30 May 2016 - 03:31 AM

You mentioned the doubled armor not me. I just reminded you that a Locust gains a lot less from double armor than any other mech because it is the lightes. You cannot refute that logic.

#40 MechPorn

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Posted 30 May 2016 - 08:33 AM







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