jdevlin Posted September 9, 2006 Share Posted September 9, 2006 Heres an idea for a superheavy. Its main turret ( same one i used in my other design, widened and scaled up ) holds a 120mm and a large caliber autocannon ( 57mm? 76mm? ) or an ion beam. variants mount some combination of ATGM, ECM, Automatic Point Defense turrets or an AA launcher. Its kind of blocky - it relies on shear armor thickness for protection rather than sloping. Ideally, the only way to kill it is to hit it point blank from behind with 120mm, or heavy ion fire. Note: I don't believe that this is an "Ogre" class tank - those are supposed to be even bigger with even more weaponry, up to nuclear. [ September 10, 2006, 06:44 AM: Message edited by: jdevlin ] Link to comment Share on other sites More sharing options...
adzling Posted September 10, 2006 Share Posted September 10, 2006 i really like the way it looks jdevlin. mebbe you should go with creating a line of vehicles for another human "variant" culture built around the concept of big, heavily armed, slow moving behemoths.... the idea of assymetric forces is really appealing to me.. Link to comment Share on other sites More sharing options...
poesel Posted September 10, 2006 Share Posted September 10, 2006 I like the design, too. Its blockiness puts some fear in the enemy. But why do you put a 76mm coaxially to a 120mm? Both are long range weapons. Rather put an advanced ammo loader in the turret with a faster loading time to give it an edge over the Thor. 120mm from behind is a bit much: how do you get any 120mm close to something like this? At least some Paladin carried weapon should be able to penetrate. Maybe 76mm close from the side and 20mm close from behind? adzling - still waiting for your mail Link to comment Share on other sites More sharing options...
aittam Posted September 10, 2006 Share Posted September 10, 2006 excellent and also the idea of asymetric forces, you fight with what you have trying to exploit the pros and not to let exploit the cons Link to comment Share on other sites More sharing options...
jdevlin Posted September 10, 2006 Author Share Posted September 10, 2006 Originally posted by poesel71: 120mm from behind is a bit much: how do you get any 120mm close to something like this? At least some Paladin carried weapon should be able to penetrate. Maybe 76mm close from the side and 20mm close from behind? The reason I suggested this was because I anticipated these being very limited in number and I didn't wanna see them get popped by some 6km shot i guess it depends in part on whether it mounts a point defense system or not. I imagined one of these storming an objective. 120mm shells are bouncing off of it - atgm carriers can't get close enough to target it, the tank's already fuzzy signature is surprising because of its massive size, maybe the missiles are getting shot down by a point defense system. But its opponents know what to do - they stand off and start a large scale ion bombardment on one of its surfaces, melting away its major advantage while the behemoth flails away with its 120mm. I would argue that maybe a 76mm from behind at point blank might puncture something, but I think that 20mm should bounce off of it until ions have done their work. anyways, its all kind of moot until i figure out how to texture, and then figure out how to get the model into a mod. ( yes, I am studying the tank destroyer thread! ) [ September 10, 2006, 09:08 AM: Message edited by: jdevlin ] Link to comment Share on other sites More sharing options...
Nick06 Posted September 10, 2006 Share Posted September 10, 2006 To me it looks a little bit TO heavy. I like the blockiness though.. Link to comment Share on other sites More sharing options...
jdevlin Posted September 10, 2006 Author Share Posted September 10, 2006 Yah Nick - I agreed so I scaled it around a little bit. -Joe Link to comment Share on other sites More sharing options...
Nick06 Posted September 10, 2006 Share Posted September 10, 2006 Ahh, Now that is more realistic. Thats a great tank right there. Now if Mr. Clay would approve it... Link to comment Share on other sites More sharing options...
jdevlin Posted September 11, 2006 Author Share Posted September 11, 2006 Heh, well I don't necessarily need approval to work on it. I had a thought though - something like this wouldn't be combat droppable, unless you had a superheavy dropship. That would mean limiting the deployment to deployment zones. Is there any way to do that? -Joe Link to comment Share on other sites More sharing options...
Nick06 Posted September 11, 2006 Share Posted September 11, 2006 Well i meant to actually get it into the game as a normal tank not as some mod. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted September 15, 2006 Share Posted September 15, 2006 Looks like a cool tank to me and it is sensible that it is not droppable. I would imagine it would be a little on the slow side as well, although very tough. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted September 15, 2006 Share Posted September 15, 2006 Now, can some one mod me some Predator style infantry with plasma shoulder canons, bladed weapons , and active camoflage?!!!! Link to comment Share on other sites More sharing options...
jdevlin Posted September 16, 2006 Author Share Posted September 16, 2006 Heres some more snapshots of some of my models together - trying to get the size right. Included is the still unnamed superheavy, the medium/light tank tentatively called the Valkyrie, and an homage to the Hetzer. Link to comment Share on other sites More sharing options...
Toby Haynes Posted September 16, 2006 Share Posted September 16, 2006 Those look really excellent. They also look like the sort of thing a Paladin driver cresting a hill would totally freak out over. It would feel like trying to cut down the largest tree in the forest with a herring. (bonus points available if you can spot the reference). Link to comment Share on other sites More sharing options...
Hub Posted September 16, 2006 Share Posted September 16, 2006 [ October 21, 2006, 07:44 AM: Message edited by: Hub ] Link to comment Share on other sites More sharing options...
ClaytoniousRex Posted September 17, 2006 Share Posted September 17, 2006 A platoon of Valkyries has landed on a remote moon in the Wolf 9775 system in search of ... a shrubbery! Link to comment Share on other sites More sharing options...
ClaytoniousRex Posted September 17, 2006 Share Posted September 17, 2006 Active camouflage like the Predator's could be easily modded with alpha in the infantry textures. To really give it that nice refracting effect would require a bit of shader work, though. Link to comment Share on other sites More sharing options...
Gen. Lee Annoying Posted September 17, 2006 Share Posted September 17, 2006 fetcher la vache....... ? the cow go get the cow!!!!!!!! Link to comment Share on other sites More sharing options...
Toby Haynes Posted September 17, 2006 Share Posted September 17, 2006 I think Hub gets the bonus points - and a free crossing of the Bridge of Death (choice of favourite colour notwithstanding). Actually, active camoflage might be interesting (to pull this back onto thread having totally derailed it). Even if the tanks/infantry just became say 40% transparent with it's influence, it might be enough to be really well hard to spot. Adding a pixel shader to refract the backdrop just a little would be a very neat effect. That would actually make for a cool campaign. Going up against a new fast, light tank with active camoflage that is ripping apart established bases and resources, leading up to some final conflict against an OGRE tank of some description. Cheers, Link to comment Share on other sites More sharing options...
jdevlin Posted September 17, 2006 Author Share Posted September 17, 2006 ideally, your enemies will be screaming "run away!" as you fling 120mm rounds every 2 seconds in this hightech monstrosity. You'll find it far more effective than launching cows! heres an ingame shot. finally overcame the issues i was having and got the thing into Drop Team. Note that this is without the directional collision models. I can't figure out why theres no shadow, but I'm sure that will come with time. Link to comment Share on other sites More sharing options...
Toby Haynes Posted September 17, 2006 Share Posted September 17, 2006 JDevlin - that looks really promising (and intimidating). It looks like it's floating a little above the ground? Is there some minor adjustment needed in the modeller to bring it down or can it be done in the physicalobject files? Cheers, Toby Haynes Link to comment Share on other sites More sharing options...
Chilibird Posted September 17, 2006 Share Posted September 17, 2006 I believe it's defined with the Contact tags in the physicalobjectgroup files. Link to comment Share on other sites More sharing options...
jdevlin Posted September 17, 2006 Author Share Posted September 17, 2006 Thanks Toby! Heres another shot, standing next to an apollo. I broke the texturing but added a cobra missile launcher. Unfortunately, my adjustments to the Contact tags keep the tanks from crossing bridges. -Joe Link to comment Share on other sites More sharing options...
Chilibird Posted September 18, 2006 Share Posted September 18, 2006 Yeah, I'm having a hard time with that one. You got farther than me there. I can't figure out how to generate the texture (to paint it at all), and stick it to the model :\ Anywho, that is looking promising, I look forward to seeing that beasty on the battlefield. Link to comment Share on other sites More sharing options...
ClaytoniousRex Posted September 18, 2006 Share Posted September 18, 2006 The shadows are not showing because you don't yet have the collision models. Once you add those, the shadow will render. Link to comment Share on other sites More sharing options...
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