#21
Posted March 11 2013 - 02:31 PM
Hopefully I will get more time to work on this (:
#22
Posted March 11 2013 - 02:32 PM
One little thing why don't you apply for Adhesive games as an art person/ designer_
Edited by tman7919, March 11 2013 - 02:33 PM.
My Youtube With Hawken Videos Hawken Fan-fiction
#23
Posted March 11 2013 - 02:36 PM
#24
Posted March 11 2013 - 02:39 PM
tman7919, on March 11 2013 - 02:32 PM, said:
One little thing why don't you apply for Adhesive games as an art person/ designer_
Haha ;P Thankyou, really it means a lot.
Honestly I already have a good job that I'm happy with and the standards of Adhesive are way way high. I'm a few years away from being able to model/texture/bake like they can but practice makes perfect
#25
Posted March 11 2013 - 02:42 PM
Subdivision, on March 08 2013 - 10:15 AM, said:
Hey dude, hope this reaches you! You mentioned you were looking forward to my next concept, well I've added it here
[sharedmedia=core:attachments:1620]
#26
Posted March 11 2013 - 03:09 PM
Mech Class Name: WASP
Scout/Harassment
Loadout:
(Controversial)
WEAPON 1 (ABILITY)
TG BURST RIFLE (Mounted on back of fuzzy bunny -pit in service bay) (TG - TARGET GUIDED)
- The TG BURST RIFLE is an unmanned and radar activated light machine gun loaded with hollow point 35mm tesla jacket shells giving both explosive AOE damage as well as purging enemy health at a rate dependent on successive contact shots
- Because using the rifle consumes a large amount of EU as well as increasing Radar signature, it can only be used sparingly (Beware using TG in tight skirmishes as overloading the Radar to seek targets consumes EU, giving less movement ability)
- The TG BURST RIFLE locks onto radar signatures in a 125 foot range with leading tracker for moving targets and intelligent aware systems to reduce missed shots.
PRIMARY
The lightweight and agile WASP comes equipped with:
BERKE 9 MAGNUM (Primary Standard)
- The BERKE 9 MAGNUM is a semi-automatic conversion pistol, built for accuracy and damage over range.
- This weapon can fire as fast as your trigger finger, and since it is spring-loaded, heat output is fairly low however accuracy greatly suffers without adequate recoil compensation. A short reload period is required after emptying the 14 Shell chamber mounted in a drum fashioned out of an oil container and metal piping.
SECONDARY
ARCHUS K4
- The ARCHUS K4 is a rapid fire snub machine gun, rocking 2 barrels firing alternately and sharing heat output. (This means they only have one rate of heat penalty despite having 2 barrels. I picked 2 barrels because SMGs are fun when they spray everywhere, and having two doing that at the same time has gotta be fun yeah_)
- What makes the ARCHUS K4's special is it's ability to increase damage dependent on your heat signature. How far will you go for damage before you shut down your weapon systems_
I'm not great at balancing, and I don't mind a heated debate about my ideas so go for it (:
Just to clarify, I know that this post is talking about weapon suggestions and there are many other places for it, however I deemed it relevant since it is discussing further ideas for my next mech concept.
Peace,
Modius
#27
Posted March 12 2013 - 01:38 AM
Modius, on March 11 2013 - 02:42 PM, said:
That's insane! I love it, your hard surface modelling skills are truly impressive. Do you do this for a job of some form_ How long does something like this take you_ I'm very bad at 3D modelling but your stuff makes me want to get better!
Your weapons sound pretty cool and unique. That's the first concept for a real pistol type weapon I've seen which is something I hadn't given too much thought as the game has no reloading. Overall they all seem to have a reasonably sensible level of balance to them, the TG Burst Rifle with its EU limitation and very short lock-on range, the magnum with its recoil and the Archus with its heat output. Sounds like another close range burst type weapons set which is of course very dominant in-game currently but very varied which is pretty cool. Very excited to see them modelled now.
#28
Posted March 12 2013 - 02:11 AM
Your comments on the weapon ideas are really valid, I hope to model them soon and get a new concept up on here Typically I work on and off these models for a few days altogether, its about 4/5 hours modelling without restraints. If you ever need help with modelling, let me know
#29
Posted March 12 2013 - 03:14 AM
#30
Posted March 12 2013 - 03:17 AM
#31
Posted March 12 2013 - 01:35 PM
#32
#33
Posted March 13 2013 - 12:33 AM
Xtratega, on March 12 2013 - 09:05 PM, said:
I'll work my hardest to bring this to you faster Xtratega!
#37
#38
Posted March 13 2013 - 04:03 PM
#39
Posted March 14 2013 - 12:31 AM
DER3Z, on March 13 2013 - 04:03 PM, said:
Thank-you kind sir (: I managed to doodle some of the weapons yesterday so hopefully this weekend I can integrate them into my model and get some renders done. I also want to take this concept further and get it into an environment, complete with back-story, pilot information and service records. Because Hawken gives me that level of inspiration, and all credit goes to Adhesive!
#40
Posted March 14 2013 - 02:44 PM
In case you guys have trouble viewing the text, I've provided it here. Everything will eventually be put into what I hope will look like a genuine mech pilot handler manual, complete with schematics, maintenance schedules, power monitoring, calibration, safety as well as full performance limitations and specifications.
POINT FOCUS FLAT SCOPE
The PFFS attachment enables TG BURST RIFLE (not pictured) target
acquisition and tracking.
SPOTLIGHT UV BEAMS
Don’t underestimate the power of twin full beam UV rays. Not only greatfor night skirmishes, but useful for
blinding snipers and distracting distant targets with short flashes imitating small arms fire.
SKINNY SILHOUETTE
The WASP’s skinny frame enables not only more agility, but a smaller profile for small arms fire and heat guided weapons technology.
NON-SYMMETRICAL HULL
To counterbalance heavy weapons, fuel tanks can be placed either side simply using a certified machine mover and qualified technician. (This should not be the reliant method of balancing your frame)
ARM LOCK BAY
Side clearance substantially increased by placing arm lock bays closer to point. Weapons can be fully retracted for safety when boosting over long distances, as well as decreasing profile size for navigation and target dispersal.
Edited by Modius, March 14 2013 - 02:47 PM.
Also tagged with one or more of these keywords: Art
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