Early Blood Asp Screenshots
#41
Posted 09 May 2018 - 12:40 AM
#42
Posted 09 May 2018 - 04:06 AM
Nightbird, on 08 May 2018 - 03:47 PM, said:
So did the cockpit itself I think..
It should both be about 10% smaller, towards the lower part of the hitbox..
Although, the shoulder cannons seem shorter overall (they don't stick so much in front of the cockpit), and a bit stockier in their placement into the shoulders..
Edited by Vellron2005, 09 May 2018 - 04:09 AM.
#44
Posted 09 May 2018 - 04:37 AM
Orion ji, on 09 May 2018 - 04:19 AM, said:
wow, the FIRST time I preorder and whadayaknow it's not what I ordered. Lesson learned. Thanks PGI. Ya think you could make those arms more massive?
They look about the same as the concept art imo. I think it is just the angle here making them look yuge.
#45
Posted 09 May 2018 - 06:11 AM
#46
Posted 09 May 2018 - 06:45 AM
#47
Posted 09 May 2018 - 08:46 AM
Orion ji, on 09 May 2018 - 04:19 AM, said:
wow, the FIRST time I preorder and whadayaknow it's not what I ordered. Lesson learned. Thanks PGI. Ya think you could make those arms more massive?
I think those arms are GREAT.
Those arms will be perfect for shielding your torso (if the Blood Asp gets >=75° torso yaw).
#48
Posted 09 May 2018 - 08:57 AM
#49
Posted 09 May 2018 - 08:58 AM
#51
Posted 09 May 2018 - 12:00 PM
Orion ji, on 09 May 2018 - 04:19 AM, said:
wow, the FIRST time I preorder and whadayaknow it's not what I ordered. Lesson learned. Thanks PGI. Ya think you could make those arms more massive?
Well there is a reason why they call it "Concept Art" because it is just a concept, not the final product. As long as this game has been around the final product has always been slightly different than the final product and quite honestly, I don't really recall concept art from any game being exactly as the final product so you shouldn't really be surprised at the slight differences.
Antares102, on 09 May 2018 - 08:46 AM, said:
Those arms will be perfect for shielding your torso (if the Blood Asp gets >=75° torso yaw).
Yeah the big arms do mean better shielding potential but I don't think it is going to matter on this mech because the ST is going to be massively exposed due to those shoulder mounts. Also PGI is traditionally very unfriendly to Clan mechs when it comes to mobility and agility stats or quirks, especially when those mechs can mount significant amounts of firepower and/or have high mounts. The fact that it not only can mount significant amounts of firepower and has high mounts Plus those high mounts are primarily ballistic mounts further reduces the likelyhood PGI will allow even decent mobility, agility and/or quirks to be added.
#52
Posted 09 May 2018 - 02:28 PM
Nightbird, on 08 May 2018 - 03:47 PM, said:
Except you can't really directly measure angled versus flat on for size. Though the ST pods definitely got a little bigger.
Orion ji, on 09 May 2018 - 04:19 AM, said:
... except that massive arms is usually a good thing?
#54
Posted 10 May 2018 - 09:50 AM
Mech itself looks great but man those hardpoints.
Edited by kapusta11, 10 May 2018 - 09:53 AM.
#56
Posted 10 May 2018 - 10:18 AM
Tall and stubby guns gtfo.
Same size gun for energy shoulder. Flipped gauss. Second weapon uses empty space in the shoulder pod.
Edited by kapusta11, 10 May 2018 - 10:48 AM.
#57
Posted 10 May 2018 - 10:34 AM
#59
Posted 10 May 2018 - 10:43 AM
#60
Posted 10 May 2018 - 10:51 AM
They make the mech stupid looking.
This is stupid.
PGI pls fix stupid.
At the very least take everything to the energy pod dimensions. Will still be big but that's to be expected with the basp. Just not OMFG that's stupid levels of big.
ST quirks absolutely otherwise.
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