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Very Concerned About Blood Asp Legs And Animations...


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#1 FORCELLO

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Posted 20 February 2018 - 09:09 PM

Hey all the new blood asp looks great except for one thing...the legs..
I'm really afraid its going to look all dinky and terrible like the Dire Wolf when the legs move.

Also I don't get why the feet are backwards on a lot of mechs. Can someone explain the reasoning behind that choice?

This is the classic look:
Posted Image

This is what we are getting:
Posted Image


I wish the legs were modeled to resemble the older style so we can have a bad *** walking animation like this:




#2 Hit the Deck

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Posted 20 February 2018 - 09:14 PM

PGI will probably just give it the MCII's walking animation and call it a day.

#3 Battlemaster56

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Posted 20 February 2018 - 09:16 PM

Maybe it model more from MA2 design of the Blood Asp, and why the feet such a high corncern.

The only thing to make the animation suck if it was nightstar'd.

#4 El Bandito

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Posted 20 February 2018 - 09:17 PM

Most likely bow legged animation from MCII will be implemented for the Basp.

#5 FORCELLO

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Posted 20 February 2018 - 09:20 PM

View PostBattlemaster56, on 20 February 2018 - 09:16 PM, said:

Maybe it model more from MA2 design of the Blood Asp, and why the feet such a high corncern.

The only thing to make the animation suck if it was nightstar'd.


The Mechassualt 2 Blood Asp has a great walking animation. It is wider than the MWO one and resembles the old one alot.

#6 El Bandito

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Posted 20 February 2018 - 09:31 PM

View PostFORCELLO, on 20 February 2018 - 09:20 PM, said:

The Mechassualt 2 Blood Asp has a great walking animation. It is wider than the MWO one and resembles the old one alot.


That's the problem. The legs can't be that wide in MWO cause that will **** up the mech should it try to navigate through tightly cluttered places. So think of bow legs as agility buff.

Edited by El Bandito, 20 February 2018 - 09:39 PM.


#7 Battlemaster56

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Posted 20 February 2018 - 09:34 PM

View PostFORCELLO, on 20 February 2018 - 09:20 PM, said:


The Mechassualt 2 Blood Asp has a great walking animation. It is wider than the MWO one and resembles the old one alot.


MA2 does have a nice animation, but have to disagree on the other part the OG design is more broad and blocky, while MA2 is more sleek an refined almost similar to the one you presented just not rough looking.

#8 xVLFBERHxT

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Posted 20 February 2018 - 10:06 PM

View PostHit the Deck, on 20 February 2018 - 09:14 PM, said:

PGI will probably just give it the MCII's walking animation and call it a day.


Sadly!

No preorder for me in fear of MCII animations ("side by side leg-joints" in the artwork...).

#9 Gristle Missile

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Posted 20 February 2018 - 10:19 PM

View PostFORCELLO, on 20 February 2018 - 09:09 PM, said:


Also I don't get why the feet are backwards on a lot of mechs. Can someone explain the reasoning behind that choice?



I'm not defending the choice to depart from the original design, but it makes more sense that way.
On reverse jointed legs, it would be more stable to have most of the surface area of the foot just below the center of the leg joints. That way its harder for them to fall over backwards if they get shot in the front.

#10 FSjdsa

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Posted 20 February 2018 - 10:47 PM

I don't get it. You complained about dinky legs and then your example of what you want it to look like had way thinner legs.

#11 ramp4ge

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Posted 20 February 2018 - 10:54 PM

These models--at least the chicken walkers--all have legs that are way too long for the torso and it makes them look badly out of scale. It started with the Timber Wolf and it never really got better. There was a lot of backlash about the Timber Wolf when it was first shown and I do believe they proportioned the legs a little better but it still doesn't have the right stance, in my opinion. Most of the chicken walkers in the game are the same way. Legs that are too long for the torso.

#12 PocketYoda

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Posted 20 February 2018 - 11:49 PM

After seeing the Black Lanner animation i wouldn't hold much hope for anything good.


And why the hell is the blood Asp's feet backwards who thought that looks good.. Are they blind?

Edited by Samial, 20 February 2018 - 11:50 PM.


#13 Vellron2005

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Posted 21 February 2018 - 12:12 AM

View PostFORCELLO, on 20 February 2018 - 09:09 PM, said:

Hey all the new blood asp looks great except for one thing...the legs..
I'm really afraid its going to look all dinky and terrible like the Dire Wolf when the legs move.

Also I don't get why the feet are backwards on a lot of mechs. Can someone explain the reasoning behind that choice?

This is the classic look:
Posted Image

This is what we are getting:
Posted Image


I wish the legs were modeled to resemble the older style so we can have a bad *** walking animation like this:





First of all, I have to say, the Blood Asp is so beautiful to me, that my dear lady actually gifted me the standard pack just to shut me up about it.. (I can't believe I actually paid for mechs with real money)

That said, when I look at the mech image, it seems to have back-facing feet. This leads me to conclude that it's walking animation will be akin to that of the Supernova - one of the best in the game.

I would ask PGI to take special care with the Blood Asp, so as not to repeat the fiasco of the Mad Cat, and take special care to:

1) Have all decals apply properly to the mech - please don't let them escape downwards when placed, like on the MadCat

2) Give it proper, tanky hitboxes

3) Please, no legs clipping into the arms like on the MadCat

4) Please, no short tippy-toe-like walking animation akin to a Direwolf.. use the Supernova as a template.. that mech is the best-animated mech in the game.

5) Please pretty please, give us a variant that has energy torsos other than the hero.. not everyone likes Gauss.. but those high cannons are just begging to be turned into PPCs..

6) Be mindful of placing decals properly.. give us good decal placement locations with nice clean lines.. no broken boxy areas that simply won't except decal placements (like the botched MadCat)

7) Please, for the love of all that is good and pure - no Cougar-like "horns" on the high cannons! Hide the gauss/ppc/laser barrels in the cannons themselves (like you did in the artwork). Protruding barrels would make it sooooo ugly.. (like they make the Cougar ugly)

Thanks Posted Image

P.S.

The "walking animation preview video" has crushed cars.. why can't we have crushed cars yet?

Edited by Vellron2005, 21 February 2018 - 12:21 AM.


#14 El Bandito

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Posted 21 February 2018 - 12:34 AM

View PostFORCELLO, on 20 February 2018 - 09:09 PM, said:

This is the classic look:
Posted Image


That's not the classical look. This is the classical look. Notice how the leg joints are not side by side like the MCII, but positioned rather like the Dire Wolf? That would have solved any bow legged issue, which would no doubt happen. The legs on the mech above feels like it is gonna snap at any moment at the joints.

Posted Image

Edited by El Bandito, 21 February 2018 - 12:36 AM.


#15 Verilligo

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Posted 21 February 2018 - 06:27 AM

View PostSamial, on 20 February 2018 - 11:49 PM, said:

After seeing the Black Lanner animation i wouldn't hold much hope for anything good.


And why the hell is the blood Asp's feet backwards who thought that looks good.. Are they blind?

It actually makes more sense for them to be "backwards" the way they are. Otherwise when the mech tilts upwards, there's nothing in back to support the weight shifted above the waist, leading to the whole thing toppling over backwards. If the gauss rifles weren't so high mounted, it wouldn't be as much of a problem, but as it is that's 24 tons on the very top of the machine to have to shift around. But, this is just an attempt to apply real world physics to the Battletech universe, which as we already know ignores physics with reckless abandon.

#16 Dogstar

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Posted 21 February 2018 - 07:59 AM

View PostHit the Deck, on 20 February 2018 - 09:14 PM, said:

PGI will probably just give it the MCII's walking animation and call it a day.


Does anyone seriously expect them to do _anything_ else?

#17 Snazzy Dragon

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Posted 21 February 2018 - 09:29 AM

View PostDogstar, on 21 February 2018 - 07:59 AM, said:


Does anyone seriously expect them to do _anything_ else?


I dunno, they might accidentally give it the king crab wobble. They've already done that with another mech...

#18 Will9761

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Posted 21 February 2018 - 12:15 PM

I hope we don't have to see the animation of a Blood Asp walking like it has mud butt again. We already saw it with the Mad Cat Mk II, so one is enough.

#19 MW Waldorf Statler

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Posted 21 February 2018 - 12:52 PM

the good Old Times ...MW4 has good animations ...IK...rear View camera ...good scripted Missions...map editor ...combined Arms Units...MWO the better Engine and Graphiclook..more bad as in MWO only the Bodys of railways- Animations in mWLL

Edited by Old MW4 Ranger, 21 February 2018 - 12:53 PM.


#20 Metus regem

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Posted 21 February 2018 - 12:57 PM

View PostOld MW4 Ranger, on 21 February 2018 - 12:52 PM, said:

the good Old Times ...MW4 has good animations ...IK...rear View camera ...good scripted Missions...map editor ...combined Arms Units...MWO the better Engine and Graphiclook..more bad as in MWO only the Bodys of railways- Animations in mWLL



I'll concede to the IK and rear view cam.... but the AI was weak in MW4 and the movement animations left something to be desired on some units... MW3 had great walk animations, as well as large bore AC/s would pull your mech to one side if you ran and fired them...





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