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TrashMan

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About TrashMan

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  • Location
    Croatia
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    Phoenix Knights

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  • Armies played
    Ultramarines, Grey Knights

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  1. The Wave Serpent is 50% too small, Rhinos are fine. Terminators were smaller when the Land Raider was released. 5 of them fit in fine (though the land raider interior is not to scale with the exterior). APCs are cramped. The M113 fits 11 and looks smaller compared to a person than a marine does to a rhino. Open it up and there are two pairs of 3 seats at most 20% too small for three typical old marine bums along with enough crouching space for another 4 marines. Land Raiders also carry the exact same amount as a rhino. Okay for video games I feel like vehicles should absolutely be true scaled. Landraiders should be huge and Baneblades truly massive. Yeah but then you hit a slippery slope of making legion super heavies larger, then the mastadon, then the thunderhawk and stormbird need a scale bump, then titans.... It is stange though admittedly, my falchion feels the right size, while I feel the LR could be slightly larger and my spartan slightly larger again, odd. Sicarans feel properly scaled for me as well. Small profile preads and rhinos make sense, they are like that to reduce visibility compared to guard tanks like a Russ. They should have more movement value though to compensate for a less robust construction. Yeah, its' a big problem in tabeltop.... But NOT in virtual tabletop or RTS. The power of the PC can be used to give proper scales, but unfortunately, that doesn't sell expensive plastic miniatures. When you can get a new marine for free and quickly customize it in the painter (+custom textures/decals), since it's all digital data, you can create an entire chapter for the price of the game. Trying to do that in real tabletop would bankrupt you (and make GW a lot richer). Old lore. If a space marine isn't 9-10 feet tall, he's not TALL ENOUGH. I want them to be CLEARLY superhuman, big and wide enough that you cannot possible, EVER confuse them with just a big tall man. Death of Hope is how is should be. YUUUGE.
  2. I was talking about GK psyker power uses in general, not just related to dradknights, but OK. But Dreadknights are confusing. If they are powered by a fusion reactor, why does a GK need to expend his psychic might to move it? Should he only need to channel it into his nemesis blade? If a GK is neurally connected, the manual arm/leg movement system would be unnecessary. If they want a power-loaded feel, then a neural connection is unnecessary. As for the NDK size - greater demons can be even bigger in some cases. Going a gaint a gigantic beast is heroic, but kinda stupid if you have somethin to even the odds.
  3. >baby carrier I see no problem. Unless it's a dreadnought, you got to have a pilot. And there's no better and more natural way to control a humanoid walker than having it mimic your own movements. That means you need good range of motion for your limbs, and unless the walker is truly gigantic (with enough space in it's chest), you just cannot armor it and have mobility. Then again, the DK lore also states that the pilot is FULLY connected, so there would be no need for that to begin with. You COULD then, totally encase the pilot and get rid of the baby carrier aesthetic. But GW seems unclear on weather manual control is needed or not. Yes, I would alter the design in a few places myself, but how much depends on clarifying the lore first. @TPS I'm not sure that the GK pilots leg is attached to the NDK's one. OR are you referring to the upper(hip) joint connection to the rest of the body? That said, I too think the legs could look a tad beefier and better. @Skywrath: you mean this one? http://images.dakkadakka.com/gallery/2012/4/30/360467_md-Conversion%2C%20Dread%20Knight%2C%20Dreadknight%2C%20Grey%20Knights.jpg On a somewhat related note - why do so many writers seem to forget that GK's are powerful psykers? So many writers just have them running around slashing, occasionaly shooting holy fire. Where's the rest of the awesome psyker powers?
  4. I don't get why it's so hated. Among many imperium designs, it's one of the few where form actually does follow function. What is it's purpose? To fight greater demons. Not tau battlesuits, not tanks. And what do you need to fight greater demons? Well, they have the advantage in reach, so a suit with long legs and arms to hold weapons sounds about right. They are strong, so having strength to match is a must. The things on the shoulder actually increase leverage and make for stronger swings, so they are legit a good idea. Armor won't help you much against a demonic weapon and it will only slow you down - greater demons are fast, so heavily armoring a dreadknight would be counterproductive. Additionally, the pilot is already in Aegis teminator armor, is a pysker and there's also things like force fields, so he's pretty safe from anything that isn't anti-tank weaponry. So no, the dreaknight isn't a bad design. If anything, the new primaris combat walker is trash, that thing is supposed to fight against things with lots of dakka and has an exposed pilot in regular SM armor and no shielding.
  5. Originally, yes. But after 10000 Years of being hunted down, I'd expect that number to be significantly lower. The DA are anything if not persistent.
  6. @Volt - nice breakdown and comparisons. One thing I want to ad, that a lot of time gets glossed over, is that the caliber itself is not that important when determining bolter power. Whatever the imperium is using as explosive and propellant is a lot more advanced than whatever we are using today, so even if a bolt was an exact copy of a .50 cal in size and shape, it's destructive power would probably be much higher.
  7. Huh? A D6 system would intuitively have 6 values with which to work. Presumably there is a logic behind you saying there are only 4, though, so please explain. 1 and 6 are values that you never give to any weapon/armor, since they are critical fail/critical success. So yes, you only have 4 to really work with. In terms of actual tabletop models - they can be what they like. I UNDERSTAND the limitations the creators have to work with, and it's fine. But when you move to a madium that doesnt' have those limitations, it is silly to still follow them. The latest trailer from GW with the SoB and ultramarines fighting necrons? Details are great, scale is messed up. The primaris is barely slightly taller than a SoB, a non-agumented woman. She should be barely above his waist. As for some other models - even some in-universe numbers are suspect. A Land Raider supposedly can carry a full terminator squad. Plus, fuel, ammo, generators, etc... All those things take up volume. Most vehicles to me look too small or have hypespace storage inside. The new flying transport being probably the most obvious.
  8. How many Fallen are there? The Fallen where only part of a legion and have been scattered and hunted for 10000 years, now they are suddenly assembling in great numbers. What gives?
  9. It's actually not that impressive. I'm using a simple color palette texture for everything (no fancy textures), models are simple, sounds and music is random stolen assets, and Unity does most of the heavy lifting. I came into this with no real programing experience. If I can do it in two weeks, anyone can. That said, I do have 3D modeling experience and the new Blender is powerful as hell. I also did a lot of 40K related stuff before: Soem more heretical than others:
  10. Unity. It's in-built physics engine makes the basic platforming relatively easy. Visual studio 2019 for coding the game logic. if anyone has any ideas/suggestions, fire away, as I still don't know exactly in what direction to go with this. I'm kinda winging it. Bad development practice.
  11. Apologies for late reply. Had some account issues and password reset didn't work, admins had to step in, but more of them kept re-resetting it. Anyway.. A discussion on 40K art and how much tabletop should influence it? I see nothing contraversial about it. Aren't we all? Or do you think GW reads what you write here? Of course not. The models in the video have a lot lower polycount and don't have the fancy spucular, reflection, normal map and so on. It's also unfair to compare a render of a Gloriana with perfect lighting and angle to that. What I AM saying that the sense of scale is done better on that simpler model. And they look a bit less like a thin stick that can snap. @IronFatherFerrum: I have no problem with cathedral windows, I have a problem with them being hunderds of meters tall. And speaking of guns, the size of the cannons and the thinness of the ships is in itself something that raises question. If we're using BFG scale, there would be really big issue with internal volume and ammo storage @MetalMammoth Ohh..purdy. What game?
  12. Aren't escorts supposed to be bigger than 1km? Up to 2km? Also, ships in BFG do look bad IMHO, as they are far too thin to the the durable, tanky imperium ships we know. They need some more meat on those bones. Also, windows are way, way too big. I've seen models that despite being lower-poly, looked more right due to their texture. Tons of tiny windows. Like this: If only the models were higher-poly, they would be perfect.
  13. It rears it's ugly head whenever tabletop is used for referrence or relied on too much. The most negative impact is on the art - anything that draws too much on the tabletop figurines suffers from the terrible proportations that plague it. Tanks having big, thick barrels, extra thick swords, etc - all of those are there so the parts wouldn't break and bend. A limitation of the materials and size that often ends up unaccounted for when producing art. Another good example is the warships. BFG models for example look downright anemic. Thin, with MASSIVE windows (again, tabletop figurine problems) and few visible guns just doesn't let it have the OOMPH it should. BFG the PC game was based on it and is suffers the same problems. The escorts should be MASSIVE - they don't feel massive. Battleships even less so. A few pieces of art give the battleship due justice, with multiple rows of macrocannons, tiny details and more bulk (like the one with Horus leading the charge), but far too few for my liking. Even worse when tabletop is used as justification for lore. In a D6 system with only 4 values to work with, you are really, REALLY limited. No difference between an astartes bolter and a human-sized one. Or astartes power armor and sororritas one (despite astartes one being far thicker) And when those numbers are brought in as representation of lore, it's just a facepalm problem. Granted, this more of an problem with people, les with the tabletop.
  14. Frankly, I think bigger numbers for the legions are better. We ARE talking about the entire galaxy to conquer, and the idea of bringing a planet to it's knees with 100 dudes is kinda silly, even for space marines. A SM chapter should be 10000 minimum.
  15. So over my 3 weeks vacation, I decided to try my hand at making an actual game. 10 day progress: 19 days progress: Half the time I spent fighting the animations and they keep breaking. I must have re-rigged and re-animted the guardsman a dozen times. Adding something new breaks something already in. Definitely a big learning experience. What I have working so far: - ranged weapons (melee has been deactived temporarily while I work out the bugs) and the weapon manager to track ammo an locks/unlocks - enemy and ally AI (friendly AI will roam and shot at detected orcs, tough they refuse to kneel for some reason) Orcs roam and charge when they detected you, but the melee swing anim is borked - pickups (requisition points, ammo, health, specials) - terrain hazards (fire, spikes, etc..) - doors - floor doors (that teleport you to another door. Both a two-way simple door and a more complex floor doors that lets you go up/down) - actual elevator platform that down teleport you, but move (currently borked) - checkpoints, lives, respawns - working level change/switch system weapons currently in: autogun kantreal and galaxy lasguns hellgun plasma rifle flamer Specials in: gravchute (double jump) grappler (wall jump, code is done still haven't implemented pickup) stormtrooper armor (modeled and rigged, not implemented yet) ??? PLANNED: more various levels. Requisition used to purchase lives OR call in help (artillery? A space marine?) Free roaming (can go back to previous levels) or standard progression? I first started with the idea of making a 40K racing game...like Whacky Races/Mario Kart, with comedic/cartoony vehicles and powerups, and even made some assets for it, but then switched to this. Honestly I think it would be easier than a platformer as I wouldn't have to worry that much over animations breaking....
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