Jordan-096 Posted April 12, 2011 Share Posted April 12, 2011 To all of you who are converting the cockpits on the dreadknights, don't. They are that way for several reasons: 1. the dreadknight is open to give the best possible field of vision. 2. the dreadknight pilot is connected that way because the pilot needs a full range of motion, because the dreadknight moves in sync with him . 3. the pilot is protected by void shields so there is no point in having armour there. if any of you had read the whole codex then you would know this. Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/ Share on other sites More sharing options...
henrywalker Posted April 12, 2011 Share Posted April 12, 2011 oh god yes. thankyou. also if he is in a cockpit then why is he there? why is he not on a ship in orbit controlling it remotely? did you SEE that ugly one in the "making the dreadknight look less retarded post? it looked like he'd got a bit of fence stuck on his head which he couldn't get off Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2720953 Share on other sites More sharing options...
Dilgar Posted April 12, 2011 Share Posted April 12, 2011 Well it can´t hurt either one of you if someone feels it needs some modification to look better in their opinion. And if you have (seen) the codex then you know of the cool picture somewhere in the beginning of the codex, the one where the dreadknight actually looks good. In other words, the pilot still has a terminator armour, the machine is scaled down, and is clearly built around the terminator armour (not just a pilot hanging there like a babyharness), i.e. the legs only has some hydrolics on the back helping him move them while the upper & front parts of his legs (none english speaking here:P), only consist of the pilots own armour, while the lower parts of his legs are "in the machines legs". Heh, hope someone understood that <_< Overall this would be the only thing I´ve changed in the hole GK range atm (yup the fluff [soBs be damned, we know better ;) ], rules, space monkey and other models are fine :)). Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721014 Share on other sites More sharing options...
henrywalker Posted April 12, 2011 Share Posted April 12, 2011 i mean i do agree in general yes by al means do whatever you want with your models but this guy did such a wierd thing with his cockpit and then was rude an arrogant to people giving him constructive criticism Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721028 Share on other sites More sharing options...
Joasht Posted April 12, 2011 Share Posted April 12, 2011 I hated the model initially, and even though I still think it could look better, its not all too bad in real life. Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721062 Share on other sites More sharing options...
Spacefrisian Posted April 12, 2011 Share Posted April 12, 2011 No-one seems to give the Vyper transparant part a go for those conversions. Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721070 Share on other sites More sharing options...
DeathKorpsman Posted April 12, 2011 Share Posted April 12, 2011 Well it can´t hurt either one of you if someone feels it needs some modification to look better in their opinion. And if you have (seen) the codex then you know of the cool picture somewhere in the beginning of the codex, the one where the dreadknight actually looks good. In other words, the pilot still has a terminator armour, the machine is scaled down, and is clearly built around the terminator armour (not just a pilot hanging there like a babyharness), i.e. the legs only has some hydrolics on the back helping him move them while the upper & front parts of his legs (none english speaking here:P), only consist of the pilots own armour, while the lower parts of his legs are "in the machines legs". Heh, hope someone understood that :D Overall this would be the only thing I´ve changed in the hole GK range atm (yup the fluff [soBs be damned, we know better :P ], rules, space monkey and other models are fine :huh:). The picture he's referencing is the full page B&W on pg. 4, pwning a Lord of Change I think, for those interested in what he's talking about. I agree it would have been a better model, even with the artistic skewing of the image. :) Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721077 Share on other sites More sharing options...
Hellios Posted April 12, 2011 Share Posted April 12, 2011 To all of you who are converting the cockpits on the dreadknights, don't. They are that way for several reasons: 1. the dreadknight is open to give the best possible field of vision. 2. the dreadknight pilot is connected that way because the pilot needs a full range of motion, because the dreadknight moves in sync with him . 3. the pilot is protected by void shields so there is no point in having armour there. if any of you had read the whole codex then you would know this. Hmmm 1. By giving the pilot a MIU link to the Dreadknight he could have a 360 degree view of all around the machine... 2. By giving the pilot a MIU link he has no need to move to be able to control the dreadknight and in fact would have far greater control than any crude manual controls could give. 3. Emperor Titans have far more voif shields... (More powerful ones as well?) yet they decide it is worth giving it some of the heaviest armour in the imperium... Hmmm seems like to can't always rely on void shields to stay up forever.... especially if you are hunting after really powerful foes... Woop by using an enclosed cockpit and giving the pilot an MIU I've just made a far better Dreadknight woop da doop! Not that anything is wrong with having an unmodified NDK... I just wanted to say that the issues you mentioned were not really issues ;) Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721093 Share on other sites More sharing options...
V Dubbed Posted April 12, 2011 Share Posted April 12, 2011 To all of you who are converting the cockpits on the dreadknights, don't. They are that way for several reasons: 1. the dreadknight is open to give the best possible field of vision. 2. the dreadknight pilot is connected that way because the pilot needs a full range of motion, because the dreadknight moves in sync with him . 3. the pilot is protected by void shields so there is no point in having armour there. if any of you had read the whole codex then you would know this. I'm not one for picking on people or being a troll or whatever but I have to ask... who are you to say what other people can or can't do with their own models? While technically a few points you made might be valid, (but we are talking about science FICTION here people) there are no commandments saying "Thou shalt refrain from personal expression or creativity when constructing thy models" If someone thinks some extra armour protecting the pilot is a good thing, then all power to them. 40K is a hobby and no different from painting or sculpting. No-one bitched at DaVinci.... "For those of you who want to paint people without eyebrows, don't: People have eyebrows and therefor your art is unacceptable. If you had ever looked at another person then you would know this" Like I said, technically your points are valid but at the same time, it's science fiction. You can't honestly say you read your own post back to yourself and didn't think it sounded even the least bit pompous?! Perhaps in the future it might be wise to voice your opinions in a more humble manner and less in an "I'm right, the rest of you are wrong for these reasons" kind of fashion? Link to comment https://bolterandchainsword.com/topic/227160-dreadknight-cockpit-modifications/#findComment-2721723 Share on other sites More sharing options...
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