Razorback | AfterMathDesign | Arm,
lvl3 hunter mech |
Energy | 23213 | Weapon1 | D-gun - alike roll |
Metal | 1457 | Range | 450 |
Armor | 3650 | Damage/sec | 250-1200 |
Buildtime | 55873 | ||
Maxvelocity | 1.71 | ||
Turnrate | 485 | ||
Special
|
Can damage many units due to weapon roll. |
Special: I don't know if my version of Razorback is demented or just a FUBAR copy, but I happened to have another version of it on the HDD (/Razorback, Special Edition/) since long ago. That version had absolute perfect script and a much better model, corpse and texxing, although the buildpic was rather messy, I can't understand which of them is the new one after all. Anyway, one thing for sure, it would get even lower balance score, but it looked very cool actually.
Buildpic:
It’s too dark… well, a bit too dark. I’ve experimented myself a little and got
an own light and bright version (compare here). The angle is rather good,
although reminding very much of the Raptor and this one seem to me to be of very
similar light and color-scheme as the Mayhem Gargoyle
and Shellshocker
[3]. The background is very nice, with exception of a suspicious shading of the
heaven that is shaded lighter downwards of
all directions [2.5]. The mix is painless and so good that it barely can be seen,
so full points for that [3].
Buildpic:
8.
Model:
The model is erm… original. Two peaks on the back of the “head” – cute :
) And those toes seem to be taken directly from the Raptor (or it might perhaps
be the opposite). Two arms and the position of the legs directly reveal that
this model is one of many. Used so many times in so many variations that I’ve
lost the count. I also see a wonderful excess of faces everywhere. Under the
legs (the toes themselves), under the head, the poles that hold the arms are
useless too, and so is the pelvis. It might look good in the 3DO, but they’re
useless in-game. I mean 500 faces are a bit too much, even for a big unit [1].
The textures are very variated and good placed, but much of the arm camo texxing
floats into something green in-game and those pikes on the back of the head are
actually never seen. The cannons are cleverly textured, but the changing-color
texture is more annoying than flashy [4]. The corpse is there and that’s it.
The author have turned and twisted the body and even deleted some components to
give it a FUBAR look but then committed the horrible crime to texture all 515
faces with the same goddamn texture and it looks just horrible. And although, it
looks like he imported the entire wrecked .lwo as one piece, he didn’t even
think about deleting the down warding faces. I give you the lowest I have, the
zero for the corpse and I curse myself that I didn’t have negative point
system from the start.
Model:
5
Script:
Although, this looks like a standard Raptor-look-alike-walk-script, the author
has tried to make an own one but without any special success. The poor legs get
stuck in mid-air when reaching their ultimate positions just too long to look
naturally. To explain what I mean, I would like to ask you, who read this review
to stand up and walk. When your legs reach the maximum (i.e. the longest
distance from each other) – freeze for a second, but continue moving forward,
then take a new step and freeze and so on… all the time with constant speed.
And this unit is version 3.1 too (I happen to have version 1.0 : D ) so one
suspect that such bugs should be fixed long ago. Anyway, the fire animation is
nice done, but the deceleration speed for the arms is too long. Machine guns
don’t spin because they like it, they spin because they are forced to. Please
accept the fact. The random fire script might look flashy in the notepad, but
it’s just frustrating in-game, having the left gun shoot fifteen shots in a
row, then two from the right then fifteen from the left again. It’s just not
the right thing, you know.
Script:
4
Balance:
First of all, it feels like it got too much armor, but it’s actually ok, for
its costs, but the problem is (as usual) the weapon. It is a special, D-gun like
weapon that rolls on the ground and can damage several units that happen to get
in the way. The Core Goliath does 130 damage/sec at a range of 400. The
Razorback weapon rolls rather long at that range (since it still rolls five
times at the max range – 450), doing at least 75 damage/shot for a small
ground unit (I’m not even counting factories and units behind). The big
problem is that it makes 3.3 shots/sec, making that relatively comparable 75
into a friggin 250! It’s also set to do
twice, sometimes even triple damage to defensive structures such as HLTs and
Punishers. The fact that this guy got double speed of a Goliath too and seems to
be quite capable to climb hills doesn’t make things better. You seem to have
tried to compensate for that with high build-time, but that’s not the way to
make things be balanced. The build time is only a factor of having an acceptable
amount of metal drain per second. I’d suggested that you removed all the
extra-damage and reduced the damage-per-hit-factor to at least 7 from 25.
Balance: 2
My
score: I hate the Raptor and all look-alikes. The concept is so overused
and overpimped (thank Gamefreak for that : P) that it is almost painful…
My
score: 0
Total
Score: 4.3 |