Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.
I think instead of having hte barrels aim up, You should have the whole 'head' aim upwards. It wouldnt look so funky. But Yeah I think it was the lack of pilot spaceing that I thought looked weird. :P
Hmm. I don't really like that un-natural bend in the barrels on the second Juggernaut. Thinking back to TS, they were probably like that, but it seems impractical and downright dangerous - the recoil would probably blow the barrels right off their hinges when the first shell is fired.
agree, but for a different reason, if it's like this, the shells would have to fire like this:
\_
they are in the _ and have to change direction... no... the barrels explode
Quote: J0shh, 1hour 7minutes ago "Thinking back to TS, they were probably like that, but it seems impractical and downright dangerous - the recoil would probably blow the barrels right off their hinges when the first shell is fired."
I sorta see what you mean, earlier I thought that the turret was a lot less deep than it is. So the hinge I see is not the back of the barrel but a fulcrum about halfway up the barrel that acts as a point of rotation for the whole barrel to swing on?
I can live with that, I just had to have a plausible explanation for myself :P
At the undeployed version, it looks like the barrels are much longer then that they actually are. This is why it looks odd when it is deployed, as you see what we though is the whole barrel is actually a much shorter barrel, with the hinges being the supposed back part of the barrels.
no, the hinges are protection for the reload mechanism, while the barrels are in idle possition, the barrels also don't change length, only angle, when deployed :P
actually it kinda looks more like the entire turret of a WW II battleship which would make alot of sense for land based mobile artillery. well more like the turret but with a good amount of the housing and armor cut away. i like it
I honestly never liked the TS style of the Juggernaut. Having said that, your models are startin to actually come together very nicely and i can't wait for the next version :)
It does look a bit odd with the barrels, but since that's been explained already, I suppose saying that is redundant.
Some one else said that the feet are too big, I have to disagree. As an artillery piece, the feet need to be big to absorb the impact of the barrels firing.
just keep the vanilla C&C 3 Juggernaut design, there is no need to redo something that is already done. I mean you could give it a new texture or something but just leave the mesh alone and save yourself some serious time. Just continue putting in things from TibSun and Firestorm that aren't already in TibWars
I'm not making a TS mod for TW, I'm trying to make a TS sequel out of TW. And the CnC3 Juggernaut doesn't fit, design wise, with the rest of the new units in TA.
Switching the HMRLS to a New Unit MIGHT Make more work for you Cause Here you have a Nice Juggernaut Almost done (Apparently) But then you're gonna Ditch it and Make a New GDI Unit Instead... If you're Really Gonna Make a New unit Make a Nod Artillery or Something.
actually the MRLS we have now is artilley but its more shotgun or widespread destruction where the arty using shells is more pinpoint at an actual location such as a command bunker. I know this from a Tom Clancy book
recoil: when firing normal, the guns fire normally, when firing in a high arc across the map, they fire with more propellant and thus have much more recoil.
and when useing a sniper team to spot, it's all about acuarcy, you don't want the recoil from the previous shot to mess up your firing. However when used regulary we all knows it just blast away as many round as it can without properly aiming
Not quite done yet, but getting there.
Nice, and I love that Tiberium :)
Something looks off, But I cant place it. Other then that it looks good mate (:
Well, it doesn't have place for the crew, that's because it's no longer manned ;)
dont think thats wat he ment xD but neither do i see anything wrong
I think instead of having hte barrels aim up, You should have the whole 'head' aim upwards. It wouldnt look so funky. But Yeah I think it was the lack of pilot spaceing that I thought looked weird. :P
i think its the cannon placment and how it angles up with nothing else supporting it
Might want to make the turret bigger relative to barrel
And add some techy details to make it look artificially intelligent.
It's not AI controlled, it has a pilot, but not inside the juggernaut, but at a safe location.
aw damn!! those juggies look awesome!!
Double Ds?
Hmm. I don't really like that un-natural bend in the barrels on the second Juggernaut. Thinking back to TS, they were probably like that, but it seems impractical and downright dangerous - the recoil would probably blow the barrels right off their hinges when the first shell is fired.
agree, but for a different reason, if it's like this, the shells would have to fire like this:
\_
they are in the _ and have to change direction... no... the barrels explode
looks good, but will the juggernaut work like they did in tiberian sun or like in C&C3?
A combo of both, kinda. It has to deploy to fire, but you don't have to order it to deploy.
Agreed. The entire torso should bend backwards, or at least the entire barrels, not just their front half.
The entire barrel pitches up, I don't see the problem?
Quote: J0shh, 1hour 7minutes ago "Thinking back to TS, they were probably like that, but it seems impractical and downright dangerous - the recoil would probably blow the barrels right off their hinges when the first shell is fired."
And you're wrong on that, because the cannon isn't just the barrel, the cannon is also inside the turret where you can't see stuff.
I sorta see what you mean, earlier I thought that the turret was a lot less deep than it is. So the hinge I see is not the back of the barrel but a fulcrum about halfway up the barrel that acts as a point of rotation for the whole barrel to swing on?
I can live with that, I just had to have a plausible explanation for myself :P
At the undeployed version, it looks like the barrels are much longer then that they actually are. This is why it looks odd when it is deployed, as you see what we though is the whole barrel is actually a much shorter barrel, with the hinges being the supposed back part of the barrels.
no, the hinges are protection for the reload mechanism, while the barrels are in idle possition, the barrels also don't change length, only angle, when deployed :P
the feet are too large, and the model is too short
other than that it's good though
actually it kinda looks more like the entire turret of a WW II battleship which would make alot of sense for land based mobile artillery. well more like the turret but with a good amount of the housing and armor cut away. i like it
Well, the Juggernaut was always described as a "Battleship turret mounted on a modified Titan chassis"
Cool,very Cool, much better than original model! It have to be more powerfull than Nod Artillery...
I honestly never liked the TS style of the Juggernaut. Having said that, your models are startin to actually come together very nicely and i can't wait for the next version :)
It does look a bit odd with the barrels, but since that's been explained already, I suppose saying that is redundant.
Some one else said that the feet are too big, I have to disagree. As an artillery piece, the feet need to be big to absorb the impact of the barrels firing.
Yup, also it's heavy as ****. It need big feet to be able to keep ballance, and not face-plant :P
Now THAT would be hilarious! XD
sooooo mucchhh betterrr!!!!
Very Nice!!
I'm right now thinking about scrapping the Juggernaut, and have the Hover MRLS as artillery, and shift the MRLS' artillery role to a new unit.
Thoughts?
just keep the vanilla C&C 3 Juggernaut design, there is no need to redo something that is already done. I mean you could give it a new texture or something but just leave the mesh alone and save yourself some serious time. Just continue putting in things from TibSun and Firestorm that aren't already in TibWars
I'm not making a TS mod for TW, I'm trying to make a TS sequel out of TW. And the CnC3 Juggernaut doesn't fit, design wise, with the rest of the new units in TA.
Switching the HMRLS to a New Unit MIGHT Make more work for you Cause Here you have a Nice Juggernaut Almost done (Apparently) But then you're gonna Ditch it and Make a New GDI Unit Instead... If you're Really Gonna Make a New unit Make a Nod Artillery or Something.
Keep the Jugger.
Nod gets the Spectre as artillery :P
Also I already have a fully finished Hover MRLS ingame ;)
I say keep the Juggernaught and have the MLRS as GDI's fast, hard hitting, lightly armored "shock" unit.
I'd have to re-design the Hover MRLS for that, right now it looks like anything but lightly armored.
Keep the Juggernaut Cause each Side has a Artillery then?
GDI Has the Juggernaut (Long Range Artillery) and the HRMLS (Medium Range Support)
Nod has the Spectre (Long range Artillery) and the Beam Cannon? (medium Range Support)
Nod doesn't have the beam cannon anymore, and right now, the HMRLS isn't artillery, since it has the same range as basic anti-vehicle defenses.
actually the MRLS we have now is artilley but its more shotgun or widespread destruction where the arty using shells is more pinpoint at an actual location such as a command bunker. I know this from a Tom Clancy book
Actually the M-270 MRLS is quite a bit of a precision artillery.
works either way really. though i think shells have a bit better luck penetrating armored structures than missles do. though the best would be bombs
i always wondered why when they were doing fire on a target spotted by snipers why they only fire one shot when they have 3 barrels
recoil: when firing normal, the guns fire normally, when firing in a high arc across the map, they fire with more propellant and thus have much more recoil.
and when useing a sniper team to spot, it's all about acuarcy, you don't want the recoil from the previous shot to mess up your firing. However when used regulary we all knows it just blast away as many round as it can without properly aiming
nice
Feels like old times with the Moloch already.