#81
Posted 02 May 2017 - 04:06 AM
The gauss being rotated 180 degrees is fantastic news though!
#82
Posted 02 May 2017 - 04:18 AM
- Arms too low compared to where they line up on the concept art
- Arms too short compared to concept art
- Gauss rifles stick out too far compared to concept art
- Cockpit nose to bulky compared to concept art
- Leg and bottom torso geometry seems a bit off compared to concept art
Edited by Imperius, 02 May 2017 - 04:21 AM.
#83
Posted 02 May 2017 - 05:33 AM
PhantomDust, on 01 May 2017 - 09:15 PM, said:
I am actively looking at this thread and taking in all the feedback. I don't want to promise anything until its actually done/approved.
But what i can say is that I have already flipped the Gauss rifles to fit the concept, as for pushing the Gauss rifles in that still needs to be discussed with the appropriate people.
I'll try my best to keep you guys updated.
Cheers,
Arman
Thank you Arman! We really appreciate it, and I apologize for if we see a bit fanatical about this. Just well to a few, this is our baby since MW4
#84
Posted 02 May 2017 - 08:09 AM
Vellron2005, on 02 May 2017 - 03:38 AM, said:
As far as the other Civil War mechs.. the Annihilator is OMG KILL IT WITH FIRE UGLY!
Yes, I said it.
It's UGLY.
The whole thing looks waaay to slim, the head is sorta awkward and also to slim. Neck should he thicker at the base, legs should be thicker, arms should be rounder (like in the concept art), and the shoulder handle-bars should be removed entirely..
Please PGI, make the Annihilator nicer.. it looks really ugly..
You can't really do much to make look good, it wasn't built to look pleasing, it was built to blend in with buildings and murder things that came down the street it was watching over...
I just don't see the appeal for that mech in MWO, it's going to get mastered then tossed in the same heap that currently contains Kintaros, Highlanders, Dragons, Orions and Orion IIC's....
Imperius, on 01 May 2017 - 02:57 PM, said:
Hence why I am careful with my wording, I've not called you nuts, overzealous sure, but not nuts.
#85
Posted 02 May 2017 - 08:58 AM
Metus regem, on 02 May 2017 - 08:09 AM, said:
You can't really do much to make look good, it wasn't built to look pleasing, it was built to blend in with buildings and murder things that came down the street it was watching over...
I just don't see the appeal for that mech in MWO, it's going to get mastered then tossed in the same heap that currently contains Kintaros, Highlanders, Dragons, Orions and Orion IIC's....
Hence why I am careful with my wording, I've not called you nuts, overzealous sure, but not nuts.
Yes I know, and I appreciate that. I honestly really hate to fight.
#86
Posted 02 May 2017 - 09:39 AM
Vellron2005, on 02 May 2017 - 03:38 AM, said:
As far as the MadCat Mk2 goes, yeah, I agree about the ballistic hardpoints being a bit too protruding. Also, the arm boxes seem to be a bit shorter than the concept art..
I have also noticed the slim flimsy-looking legs.. I hope they make them a bit bulkier and the parts under the knee rounder..
As far as the other Civil War mechs.. the Annihilator is OMG KILL IT WITH FIRE UGLY!
Yes, I said it.
It's UGLY.
The whole thing looks waaay to slim, the head is sorta awkward and also to slim. Neck should he thicker at the base, legs should be thicker, arms should be rounder (like in the concept art), and the shoulder handle-bars should be removed entirely..
Please PGI, make the Annihilator nicer.. it looks really ugly..
Cougar is awesome looking, and the Uziel is amazing.. good job on that one..
And just in case you were wondering.. you pronounced the Uziel wrong..
It's the "U-Ziiii-El" not "U-Z-El" (Example of this is the quartermaster in MW4 I think that pronounces it, I tried to find the cinematic on google, but alas, I failed :-( )
Would be best to start your own Annihilator thread, so as not to obfuscate the issue or get lost in the confusion on a MadCat mkII thread. I'd happily support such a thread, even if I don't agree with all your criticisms....I do feel the head has issues, though.
#87
Posted 02 May 2017 - 10:14 AM
Imperius, on 02 May 2017 - 04:18 AM, said:
- Arms too low compared to where they line up on the concept art
- Arms too short compared to concept art
- Gauss rifles stick out too far compared to concept art
- Cockpit nose to bulky compared to concept art
- Leg and bottom torso geometry seems a bit off compared to concept art
i dont think the arms are too low - too short definitely yes, but height wise it looks right to me, the arms are angled up slightly in the concept where they are horizontal in the model, giving the impression of slightly higher gun barrels.
agreed with everything else, though the lower torso/leg stuff is minor
#88
Posted 02 May 2017 - 10:50 AM
Widowmaker1981, on 02 May 2017 - 10:14 AM, said:
i dont think the arms are too low - too short definitely yes, but height wise it looks right to me, the arms are angled up slightly in the concept where they are horizontal in the model, giving the impression of slightly higher gun barrels.
agreed with everything else, though the lower torso/leg stuff is minor
it is lower, but such a minor amount it literally will have no practical impact, maybe 1 shot out of 1000, even comp players can't gauge clearance that precisely to matter. It just looks like it's more out of line because of the general change of proportions to the cockpit/CT to begin with.
#89
Posted 02 May 2017 - 11:02 AM
Bishop Steiner, on 02 May 2017 - 10:50 AM, said:
it is lower, but such a minor amount it literally will have no practical impact, maybe 1 shot out of 1000, even comp players can't gauge clearance that precisely to matter. It just looks like it's more out of line because of the general change of proportions to the cockpit/CT to begin with.
Matters to me, and since it's so minor the adjustment should be easy.
Edited by Imperius, 02 May 2017 - 11:03 AM.
#90
Posted 02 May 2017 - 11:09 AM
Imperius, on 02 May 2017 - 11:02 AM, said:
except while the distance is minor, the fix, is not? The fix requires the rescaling/remodling of the entire fuselage/canopy of the mech.
This is the part where one has to consider if they are being reasonable/unreasonable, and realize when there demands might become construed as unreasonable enough to derail the more moderate requests, also.
#91
Posted 02 May 2017 - 11:19 AM
Bishop Steiner, on 02 May 2017 - 11:09 AM, said:
This is the part where one has to consider if they are being reasonable/unreasonable, and realize when there demands might become construed as unreasonable enough to derail the more moderate requests, also.
I think it's a simple bump up where the arms attach
#92
Posted 02 May 2017 - 11:23 AM
Imperius, on 02 May 2017 - 11:19 AM, said:
that simple bump requires redesigning the entire arm attachments, and the results, likely not worth the effort. But I have a feeling I know where this rabbit hole is leading.... already been on this ride at least twice before....... and both times tried to help you not sabotage your own ambitions. *shrugs* Proceed, then........
#93
Posted 02 May 2017 - 11:52 AM
Bishop Steiner, on 02 May 2017 - 11:23 AM, said:
Who knows neither of us are 3D artists and neither of us have seen the front view and the joints. We both said our peace so let's leave it at that.
#94
Posted 02 May 2017 - 04:20 PM
Imperius, on 02 May 2017 - 11:52 AM, said:
It depends on how far along in modeling they are. They mentioned that they were in T-pose meaning they hadn't been rigged/animated yet
Also if they havent started UVing and Texturing then its an easy fix
#95
Posted 02 May 2017 - 04:40 PM
Let alone something as insignificant as a few inches of barrel
Edited by Navid A1, 02 May 2017 - 04:41 PM.
#96
Posted 02 May 2017 - 05:00 PM
Navid A1, on 02 May 2017 - 04:40 PM, said:
Let alone something as insignificant as a few inches of barrel
From what I gathered, this is something Mark does want to do, he just has no time. Maybe when he visits it for the retrofiring of ATM pods he will be able to work it out! Also it is quite possible with the current thing NOW because it is just a model atm, not animated or painted ect. NOW is the time to fix it (hopefully hear they can soon)
#97
Posted 02 May 2017 - 05:02 PM
#99
Posted 02 May 2017 - 08:36 PM
If there is a reasonable gameplay impact, please explain?
#100
Posted 02 May 2017 - 09:53 PM
Jingseng, on 02 May 2017 - 08:36 PM, said:
If there is a reasonable gameplay impact, please explain?
gameplay is nt the only consideration in the world.
If we cannot trust PGI to deliver a reasonable facsimile of the concept art they use to puch preorders, how much will people be willing to pump into future preorders?
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users