Thoughts?
Linebacker 3D Model
#1
Posted 07 November 2016 - 04:26 PM
Thoughts?
#2
Posted 07 November 2016 - 04:28 PM
#3
Posted 07 November 2016 - 04:28 PM
#4
Posted 07 November 2016 - 04:30 PM
But dat hand tho.
#5
Posted 07 November 2016 - 04:30 PM
#6
Posted 07 November 2016 - 04:31 PM
#8
Posted 07 November 2016 - 04:37 PM
But it doesn't look bad (except for the random hand). Looks like it should have passable hitboxes, but the STs might be a little easy to hit.
#9
Posted 07 November 2016 - 04:46 PM
I might consider it now, key word being Might. If the quirks are alright, I'll lean towards probably, however, a known factor is that a majority of their quirks will be locked via a 8/8 pod set.
#10
Posted 07 November 2016 - 04:52 PM
#11
Posted 07 November 2016 - 05:38 PM
The more I see of this mech, the more I am glad I didn't pre-order it. I just can't see this mech being worth a damn in any sense of the word. At 65 tons it isn't going to be agile despite hitting 104 kph with tweak. It is a wide mech with what appears to be a huge and easily distinguishable CT and at only around 17 tons of pod space it has no tonnage to mount sort of decent weapons payload.
I keep seeing people say they are going to put ER PPCs on those high mounted torso mounts but two ER PPCs are going to take up 12 tons of that 17 tons themselves which means at most you can get 19 DHS to cool those ER PPCs if you take nothing but dual ER PPCs. Honestly it looks more like something your going to mount some combo of ER ML, ER SL, MPL, SPL and SRMs on and I think most people are going to find that there are mechs that can do that sort of build better.
#12
Posted 07 November 2016 - 05:44 PM
#13
Posted 07 November 2016 - 05:48 PM
May rename one variant Trump junior cuz that hand tho XD.
#15
Posted 07 November 2016 - 05:56 PM
MarineTechs Protege, on 07 November 2016 - 05:52 PM, said:
It's a problem with a lot of the Clan mechs, particularly in the original sources. They all look like someone assembled them out of the same 40 lego bricks. Hell, the original Clan release only had maybe 3 different leg types and 2 arms (4 if you count turning them upside down).
#16
Posted 07 November 2016 - 05:58 PM
Battlemaster56, on 07 November 2016 - 05:48 PM, said:
Again I will point out that it only has 17 tons of space for weapons and equipment. Sure, go ahead and mount those ER PPCs and LPLs, that is 12 tons gone. That leaves almost nothing left over for any sort of supporting weapons because your going to need that 5 tons for DHS to keep ER PPCs and maybe even LPLs cool. LPLs might allow you to get away with 16 DHS giving you maybe 3 tons for supporting weapons but that still isn't much to work with. Also no JJs so no poptarting.
I also guess you could remove armor from the arms to save a bit of weight but your still going to have trouble keeping more than those ER PPCs and maybe a few ER MLs cool and any of the larger AC's are going to be right out the door because by the time you add ammo, again you have nothing left tonnage-wise.
#17
Posted 07 November 2016 - 06:02 PM
If I saw one from far away, I could easily mistake it for an adder.
#18
Posted 07 November 2016 - 06:03 PM
Bombast, on 07 November 2016 - 05:56 PM, said:
It's a problem with a lot of the Clan mechs, particularly in the original sources. They all look like someone assembled them out of the same 40 lego bricks. Hell, the original Clan release only had maybe 3 different leg types and 2 arms (4 if you count turning them upside down).
That was the whole idea around the Omni-Mech in the first place.
Legs, arms, cockpit modules and weapon systems. Costs are kept down, rearm and refit can be done with salvage across many varieties of mechs and the ability to reconfigure the mech quickly due to different situations.
#19
Posted 07 November 2016 - 06:05 PM
Bombast, on 07 November 2016 - 05:56 PM, said:
It's a problem with a lot of the Clan mechs, particularly in the original sources. They all look like someone assembled them out of the same 40 lego bricks. Hell, the original Clan release only had maybe 3 different leg types and 2 arms (4 if you count turning them upside down).
I like that.
I like that the Clan mechs look like the same designs have been recycled. It works with lore.
I like that Alex stays true to the unique visual aesthetic he created for MWO. A problem with other games is that they eventually start designing new units that look completely out of place, relative to older units. That's not the case with MWO.
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