Proposition to "re-model" Grey Knight Terminators
Posted: Sat 05 Apr, 2014 3:15 pm
Hello everyone.
I know this is something I asked frequently, but it's also something that's been on my mind for quite abit. As I try to conjure up the new changelog, I always look for abit of pictures for a source of inspiration, and as I was doing the Grey Knight Terminators, I was browing some images and reading up on their general information, and there's something that's bugging me.
The existing Grey Knight Terminators are good, but purely animation wise it's been abit semi-"annoying", to a degree, as they are always holding their Halberds with two-hands. And whereas they are in ranged stance (and firing) they don't seem to be in a very much tactical position to be firing. (Since I believe they utilize the Chaos Lord ranged-stance, which is more of an arrogant pose if you ask me, and doesn't neccasarily transition well into the overall feel of what I believe the GK should be)
So I looked for in-game comparisons to make. And Strike Squad, pictured in my head correctly, re-modeled into Grey Knight Terminators would seem more fluent and accurate as to how even a Grey Knight Terminator would actually be moving around. They would move holding their Halberds with just one hand, and their ranged-damage position seems abit more nimble and well-thought out.
Besides, it also gives some more transperency and unique-ness to the Terminator "variants" by having them possibly utilizing abit more different animations. Paladins are however, fine as they are in their existing state - seeing as the Hammers are more likely to be abit heavier to wield, so I find it nothing but appropiate that they are holding it with both their hands.
So the question goes out to the people who know this voodoo stuff, would it possible to somehow work around the GK Terminator models/animations , or possibly conjure up a new-model (and possibly even utilizing existing models to ease up the time restrain on making a new potential model). Or is it just too much work?
Of course, there's one thing which is their speed and how it relates to how the walking animation turns out. But that's something that I'm considering on re-tuning in terms of how Terminator balance is suppose to be.
For an ex. if the model would work, but the animation for walking turns into abit too sluggish and dumb-looking. That's perfect, because that allows me to bump up their movement speed to an appropiate level to re-configure the GK Terminator variants to be more unique and ability-dependant heavy that fits in-line with the overall theme of GK's being abit more ability dependant then other factions. Along with damage- adjustment, their cost effiency can be changed accordingly, making way for the Dreadknight in the future alot smoother for variants of different playstyles.
I know this is something I asked frequently, but it's also something that's been on my mind for quite abit. As I try to conjure up the new changelog, I always look for abit of pictures for a source of inspiration, and as I was doing the Grey Knight Terminators, I was browing some images and reading up on their general information, and there's something that's bugging me.
The existing Grey Knight Terminators are good, but purely animation wise it's been abit semi-"annoying", to a degree, as they are always holding their Halberds with two-hands. And whereas they are in ranged stance (and firing) they don't seem to be in a very much tactical position to be firing. (Since I believe they utilize the Chaos Lord ranged-stance, which is more of an arrogant pose if you ask me, and doesn't neccasarily transition well into the overall feel of what I believe the GK should be)
So I looked for in-game comparisons to make. And Strike Squad, pictured in my head correctly, re-modeled into Grey Knight Terminators would seem more fluent and accurate as to how even a Grey Knight Terminator would actually be moving around. They would move holding their Halberds with just one hand, and their ranged-damage position seems abit more nimble and well-thought out.
Besides, it also gives some more transperency and unique-ness to the Terminator "variants" by having them possibly utilizing abit more different animations. Paladins are however, fine as they are in their existing state - seeing as the Hammers are more likely to be abit heavier to wield, so I find it nothing but appropiate that they are holding it with both their hands.
So the question goes out to the people who know this voodoo stuff, would it possible to somehow work around the GK Terminator models/animations , or possibly conjure up a new-model (and possibly even utilizing existing models to ease up the time restrain on making a new potential model). Or is it just too much work?
Of course, there's one thing which is their speed and how it relates to how the walking animation turns out. But that's something that I'm considering on re-tuning in terms of how Terminator balance is suppose to be.
For an ex. if the model would work, but the animation for walking turns into abit too sluggish and dumb-looking. That's perfect, because that allows me to bump up their movement speed to an appropiate level to re-configure the GK Terminator variants to be more unique and ability-dependant heavy that fits in-line with the overall theme of GK's being abit more ability dependant then other factions. Along with damage- adjustment, their cost effiency can be changed accordingly, making way for the Dreadknight in the future alot smoother for variants of different playstyles.