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Slaughterbrute and Vortex Beast as Daemons

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  • MrDragon#2461MrDragon#2461 Registered Users Posts: 3,545
    Surge_2 said:

    Please guys, Juggernaughts are perfection. I have bought, painted, played, and sold off more than I can remember.

    The current kit is so good. Its perfect.

    The Soulgrinder? Yeah that I'm not a fan of, but please, my juggers are perfect.

    Agreed, Juggers are perfect.
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 41,378
    edited September 2020
    Juggernaughts are perfect.

    Soulgrinder? That's a 40K defiler with a 40K cannon glued together by a Demon. It's the worst unit in all of Fantasy.
    I am The Beast of Guanyin, The one who beasts 25 hours a day, 8 days a week, Vanilla Gorilla, The great bright delight, Conqueror of Mountains, Purveyor of wisdom, Official forum historian, Master Tamer of energy, the one they fear to name, Beastradamus, The Teacher, Master Unbiased Pollster, The Avatar of Tuesday, Chief hype Train Conductor, Uwu Usurper, Pog Wog Warrior, Poggers Patroller, Alpha of the species, Apex protector, Praetor of Positivity, Drybrush Disciple, Sophisticated Savage.
  • Surge_2#1464Surge_2#1464 Registered Users Posts: 12,266
    Yeah, I wont fight over the soulgrinder, they could forget about that unit and I wouldnt complain.

    Imagine how much noise its going to make, its going to be obnoxious.

    If you are looking for a single model monster though, thats likely to be it for better or (far) worse.
    Kneel

  • Goatforce#6625Goatforce#6625 Registered Users Posts: 8,580
    Juggers look absolutely fine in fantasy, probably because they just look like a metel ryhno, soulgrinders do not look good in fantasy, and I hope if they are added that CA will massively change the model to get it to fit the fantasy aesthetic.
  • Wyvax#7456Wyvax#7456 Registered Users Posts: 6,314
    Soulgrinders will almost certainly get a tasteful redesign to make them fit in with the setting. Just like Kroxigors got.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    Yea let's not take stuff from the least finished army in the game.
  • Labria#2848Labria#2848 Registered Users Posts: 2,267
    edited September 2020
    Slaughterbrute will be part of Khorne race and Vortex Beast will be part of Tzeentch race.

    Do you really think DLC race like Warriors of Chaos will get 3+ lord packs? I doubt about it.

    I think Warriors of Chaos will get just rework in game 3 and one lord pack with missing Chaos Undivided stuff like Daemon Prince, Dark Emissary hero, Chaos Warshrine, Chaos Ogres, Flayerkin and Chaos Siege Giant. B)
  • Goatforce#6625Goatforce#6625 Registered Users Posts: 8,580
    Labria said:

    Slaughterbrute will be part of Khorne race and Vortex Beast will be part of Tzeentch race.

    Do you really think DLC race like Warriors of Chaos will get 3+ lord packs? I doubt about it.

    I think Warriors of Chaos will get just rework in game 3 and one lord pack with missing Chaos Undivided stuff like Daemon Prince, Dark Emissary hero, Chaos Warshrine, Chaos Ogres, Flayerkin and Chaos Siege Giant. B)

    That's more than 1 LP worth.

    Imo WoC are going to get the pre-order, with a standalone RP that merges with the original. But there is nothing stopping WoC from getting more than 1 LP if it comes to that, I mean I think BM are going to get 2 as well as it is doubtful that both the Ghorgon and Jabber will arrive in a single pack.

    Also not sure about why you are so confident about Slaughterbrute and MVB, they are after all a part of the WoC roster, if WoC recieves more content (which is pretty much a certainty now) they seem like an obvious include.
  • Labria#2848Labria#2848 Registered Users Posts: 2,267
    Goatforce said:

    Labria said:

    Slaughterbrute will be part of Khorne race and Vortex Beast will be part of Tzeentch race.

    Do you really think DLC race like Warriors of Chaos will get 3+ lord packs? I doubt about it.

    I think Warriors of Chaos will get just rework in game 3 and one lord pack with missing Chaos Undivided stuff like Daemon Prince, Dark Emissary hero, Chaos Warshrine, Chaos Ogres, Flayerkin and Chaos Siege Giant. B)

    That's more than 1 LP worth.

    Imo WoC are going to get the pre-order, with a standalone RP that merges with the original. But there is nothing stopping WoC from getting more than 1 LP if it comes to that, I mean I think BM are going to get 2 as well as it is doubtful that both the Ghorgon and Jabber will arrive in a single pack.

    Also not sure about why you are so confident about Slaughterbrute and MVB, they are after all a part of the WoC roster, if WoC recieves more content (which is pretty much a certainty now) they seem like an obvious include.
    Honestly, second beastmen DLC without Ghorgon or Jabberslythe or Tuskgor Chariot will be just big fail. Beastmen only missing 3 units from 8th edition. First Beastmen DLC without these units was big mistake. I doubt CA will make same mistake again. After all, DLC for DLC is just opportunity to finish roster of DLC races.

    I doubt any DLC race really needs more than one lord pack. After all, if we will get four chaos gods races in game 3 as campaign pack or core races. Many stuff from Warriors of Chaos army book will be part of these races.

    For example, If Khorne race will have Valkia the Bloody, Scyla Anfingrimm, Juggernaut mount, Skullcrushers and Slaughterbrute. There will be no reason to add these stuff to Warriors of Chaos race in the game.

    A few missing Chaos Undivided stuff can easy be add in one Warriors of Chaos lord pack. B)
  • Goatforce#6625Goatforce#6625 Registered Users Posts: 8,580
    Labria said:

    Goatforce said:

    Labria said:

    Slaughterbrute will be part of Khorne race and Vortex Beast will be part of Tzeentch race.

    Do you really think DLC race like Warriors of Chaos will get 3+ lord packs? I doubt about it.

    I think Warriors of Chaos will get just rework in game 3 and one lord pack with missing Chaos Undivided stuff like Daemon Prince, Dark Emissary hero, Chaos Warshrine, Chaos Ogres, Flayerkin and Chaos Siege Giant. B)

    That's more than 1 LP worth.

    Imo WoC are going to get the pre-order, with a standalone RP that merges with the original. But there is nothing stopping WoC from getting more than 1 LP if it comes to that, I mean I think BM are going to get 2 as well as it is doubtful that both the Ghorgon and Jabber will arrive in a single pack.

    Also not sure about why you are so confident about Slaughterbrute and MVB, they are after all a part of the WoC roster, if WoC recieves more content (which is pretty much a certainty now) they seem like an obvious include.
    Honestly, second beastmen DLC without Ghorgon or Jabberslythe or Tuskgor Chariot will be just big fail. Beastmen only missing 3 units from 8th edition. First Beastmen DLC without these units was big mistake. I doubt CA will make same mistake again. After all, DLC for DLC is just opportunity to finish roster of DLC races.

    I doubt any DLC race really needs more than one lord pack. After all, if we will get four chaos gods races in game 3 as campaign pack or core races. Many stuff from Warriors of Chaos army book will be part of these races.

    For example, If Khorne race will have Valkia the Bloody, Scyla Anfingrimm, Juggernaut mount, Skullcrushers and Slaughterbrute. There will be no reason to add these stuff to Warriors of Chaos race in the game.

    A few missing Chaos Undivided stuff can easy be add in one Warriors of Chaos lord pack. B)
    You do know that we are going beyond the armybooks now right? How many units are the WEs missing, not much. It is unreasonable to expect 2 models with the complexity of the Ghorgon (4 arms) and Jabber (general wierdness) to be added in the same LP, hence 2 LPs are needed. It wasn't a mistake it was budgetary constraints (and I assume the BM being hard to animate was part, have you seen their legs, they don't have human ones, that is a lot of work), we have known this for years - WH1 overperformed compared to expectations, the first DLC's were therefore underbudgeted as they were going off the original lower expected sales numbers, hence the rather rapid improval in DLC quality overtime as the budge was adjusted as necessary (also we had a statement from CA basically saying this as I recall).

    CA can easily fill in the LPs with units from the lore or supplements. eg:

    LP 1: Taurox, Doombull, Great Bray Shaman, Ghorgon, Khornegor, Tzaangor, Preyton
    LP 2: Ghorros, Centigor Chieften, Wargor, Jabber, Tuskgor Chariot, Pestigor, Slaangor

    2 good LPs are easy to make for BM when you mix in marked BM and FW stuff, honestly there is probably more you could add quite easily to add a little more to pack 2, and if you really dug into the lore and supplements you could likely easily make a 3rd pack with Moonclaw, Cockatrices and the Incarnate of Beasts with a few bits and bobs alongide, but these 2 packs imo would do the job nicely for BM.

    No reason to add juggers and such to WoC? You mean apart from the fact they are part of the armybook roster you mean? The race we have isn't "Warriors Undivided" (and we have marked stuff already in Siggy and his Mirror Guard), it needs marked stuff to make it complete. Even without the needed marked stuff WoC have far more than a single LP can account for.

    Monos aren't a certainty, and imo you are deluding yourself if you think they are going to be core after CA literally stated that they are treating Chaos as their armybooks. Could this have changed in the long time since that statement? Perhaps. Has their been any indication it has changed? Absolutely not. Monos are a DLC if they are added, and imo they will be added, but this doesn't mean that they will (or should) rob WoC of their marked stuff. Monos to me are for a more focussed campaign that follows the lore on aligned warbands rather than the TT, which is what WoC will do - for example Slaanesh WoC will have Immune to Psych like in TT with maybe some minor stat changes, but in the Slaaneshi Mono they will be significantly faster with AP but less health/armour (+ItP). Monos aren't a replacement, they are a supplement that will offer a new way to play and more characters that wouldn't get a look in otherwise.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    "It is unreasonable to expect 2 models with the complexity of the Ghorgon (4 arms)"
    I doubt it was so unreasonable if modders where able to achieve it for free.
  • Goatforce#6625Goatforce#6625 Registered Users Posts: 8,580
    TexacoV2 said:

    "It is unreasonable to expect 2 models with the complexity of the Ghorgon (4 arms)"
    I doubt it was so unreasonable if modders where able to achieve it for free.

    This has been covered many times. Modders don't have to work through the hoops of a company, such as working to a budget with paid staff. Also I believe the Ghorgon mod has only 2 properly animated arms, from what I've seen the other 2 are just kinda there - so there is the obvious massive difference in quality of complex models produced by CA vs a modder (not being down on modders it is amazing what they have done, but they do not have the same tools or expertise).

    If you look at LPs they tend to have at most 1 big impressive new model per side, therefore expecting both Ghorgon and Jabber at the same time is absolutely unreasonable. That is fine, as I stated BM have easily enough to fill 2 LPs.
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 41,378
    I'll note the SlaughterBrute and Vortex Beast share the same legs and body as the Stonehorn and Thundertusk.

    The heads vary, and the MVB has a bunch of extra stuff on it, but by and large they're very similar.
    I am The Beast of Guanyin, The one who beasts 25 hours a day, 8 days a week, Vanilla Gorilla, The great bright delight, Conqueror of Mountains, Purveyor of wisdom, Official forum historian, Master Tamer of energy, the one they fear to name, Beastradamus, The Teacher, Master Unbiased Pollster, The Avatar of Tuesday, Chief hype Train Conductor, Uwu Usurper, Pog Wog Warrior, Poggers Patroller, Alpha of the species, Apex protector, Praetor of Positivity, Drybrush Disciple, Sophisticated Savage.
  • yolordmcswag#6132yolordmcswag#6132 Registered Users Posts: 4,286

    I'll note the SlaughterBrute and Vortex Beast share the same legs and body as the Stonehorn and Thundertusk.

    The heads vary, and the MVB has a bunch of extra stuff on it, but by and large they're very similar.

    I don't see it. Even if their body shape is somewhat similiar, the slaughterbrute and mutalith has armas that it can swing in large arcs, and also would use those as it's main attacks. The stonehorn and thundertusk has four clear legs, them would not be able to move them in nearly the same arcs, and also they both use their horns and tusks as their main attack. So I strongly doubt that they would share any animations at all.
  • RomeoReject#1666RomeoReject#1666 Registered Users Posts: 2,258
    edited September 2020
    Wyvax said:

    Surge_2 said:

    I thought Bloodbeasts were just a type of Spawn.

    Beasts of Nurgle and especially Fiends, are a different thing all together?

    Regardless, you are right that the lines are distinct between WoC and Daemons on the Brute and Mutalith.

    The Daemon line, properly done, needs no big mosters, its lead by them.

    All four started out as specialized chaos spawn back when Daemons and Warriors were still in one roster. The Khorne and Tzeentch ones were dropped and the Nurgle and Slaanesh ones were developed more and promoted to actual daemons for the armybook split.
    Changing something that looks clearly daemonic, but is listed as a Chaos Spawn, in to a proper Daemon?

    Preposterous, apparently.
    Post edited by RomeoReject#1666 on
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 41,378

    I'll note the SlaughterBrute and Vortex Beast share the same legs and body as the Stonehorn and Thundertusk.

    The heads vary, and the MVB has a bunch of extra stuff on it, but by and large they're very similar.

    I don't see it. Even if their body shape is somewhat similiar, the slaughterbrute and mutalith has armas that it can swing in large arcs, and also would use those as it's main attacks. The stonehorn and thundertusk has four clear legs, them would not be able to move them in nearly the same arcs, and also they both use their horns and tusks as their main attack. So I strongly doubt that they would share any animations at all.
    I do see it.
    I am The Beast of Guanyin, The one who beasts 25 hours a day, 8 days a week, Vanilla Gorilla, The great bright delight, Conqueror of Mountains, Purveyor of wisdom, Official forum historian, Master Tamer of energy, the one they fear to name, Beastradamus, The Teacher, Master Unbiased Pollster, The Avatar of Tuesday, Chief hype Train Conductor, Uwu Usurper, Pog Wog Warrior, Poggers Patroller, Alpha of the species, Apex protector, Praetor of Positivity, Drybrush Disciple, Sophisticated Savage.
  • Wyvax#7456Wyvax#7456 Registered Users Posts: 6,314

    Wyvax said:

    Surge_2 said:

    I thought Bloodbeasts were just a type of Spawn.

    Beasts of Nurgle and especially Fiends, are a different thing all together?

    Regardless, you are right that the lines are distinct between WoC and Daemons on the Brute and Mutalith.

    The Daemon line, properly done, needs no big mosters, its lead by them.

    All four started out as specialized chaos spawn back when Daemons and Warriors were still in one roster. The Khorne and Tzeentch ones were dropped and the Nurgle and Slaanesh ones were developed more and promoted to actual daemons for the armybook split.
    Changing something that looks clearly daemonic, but is listed as a Chaos Spawn, in to a proper Daemon?

    Preposterous, apparently.
    I can't tell whether you agree with me or disagree here. Basically the more unnatural that a monster appears the easier it is to believe it's daemonic. Chaos Spawn are confusing here because although they technically aren't daemons, they look more like it than anything else in the setting. Slaughterbrutes and Mutalith Vortex Beasts are their own unique species, however, while the Bloodbeast of Khorne and Firewyrm of Tzeentch are Chaos Spawn that are somehow 'stable' in their design. That latter fact doesn't really jive with Chaos spawn at all really so it makes sense that there contemporaries, the Beast of Nurgle and Fiend of Slaanesh were promoted into full fledged daemons in latter editions.

    Mostly I just want as much as possible to get into the finished product, without robbing Peter to pay Paul when it comes to the various races of the game.
  • Red_Dox#2328Red_Dox#2328 Registered Users Posts: 6,811
    Wyvax said:

    That latter fact doesn't really jive with Chaos spawn at all really so it makes sense that there contemporaries, the Beast of Nurgle and Fiend of Slaanesh were promoted into full fledged daemons in latter editions.

    OK, that is now the second time I see it and that is one too many. You build your case on a false premise here.

    3rd edition ONLY knew Fiends & Nurgle Beasts


    and both were clearly daemonic on design.

    4-5th edition, the same. We have demonic Fiends & Nurgle Beasts, but nobody ever heard about Bloodbeasts or Firewyrm.




    Which brings us to 6th edition

    During the initial Ravening Hordes

    we have clear Daemons for both again, while Chaos Spawns are listed as a extra Daemon Unit. Chaos Spawns are also a seperate entry for the WoC armylist there.


    Now entering "Hordes of Chaos

    where Blood Beasts and Firewyrms are mentioned for the first time, while for whatever reason [I assume because they were **** lazy and wanted to downgrade Fiends & Slimehounds] are mentiond as "stable Chaos Spawn" variations.
    So instead of several entries they could mash it all up under spawns and save time/space/miniatures [since the new metal Chaos Spawn was out].

    Going forward to Storm of Chaos, ironicly NONE of them were even listed.

    Probably becasue they ratehr wanted to pin them further into a more mortal "Chaos Spawn" form as dictated by Hordes of Chaos then.


    Next editions

    Fiends & Slimehounds/Slugs/Nurgle Beasts are back to where they actually belong. Proper part of the DoC armybook, while Bloodbeasts and Firewyrms on the other hand vanish form the face of the earth. Chaos Spawns are part of the mortal armies, not DoC.


    So NO, Fiends & Slimehounds were not "made daemonic later". They were it from the early start until 6th edition messed up, and then in 7th+ we got back to the actual order of things.
    We can make a case for Chaos Spawn in a DoC army, thanks to 6th edition ravening Hordes. We can also make a case for creating Bloodbeasts and Firewyrms in some form for the Tzeentch/Khorne DoC roster. Be it as full fledged own daemon variants or as "marked Chaos Spawns" integrated for the same role. And we have even different designs (like WAR vs C&C) that would allow for example the mentioned Giant Chaos Spawn to look more like what Age of Reckoning did for monster Chaos Spawns, while the Chaos & Conquest look is rather a look for generich monstrous infantry marked spawns.

    -----Red Dox
  • MrDragon#2461MrDragon#2461 Registered Users Posts: 3,545
    Overall my takeaway from this thread is mostly still: Warriors and Daemons never should have split in the first place.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    Goatforce said:

    TexacoV2 said:

    "It is unreasonable to expect 2 models with the complexity of the Ghorgon (4 arms)"
    I doubt it was so unreasonable if modders where able to achieve it for free.

    This has been covered many times. Modders don't have to work through the hoops of a company, such as working to a budget with paid staff. Also I believe the Ghorgon mod has only 2 properly animated arms, from what I've seen the other 2 are just kinda there - so there is the obvious massive difference in quality of complex models produced by CA vs a modder (not being down on modders it is amazing what they have done, but they do not have the same tools or expertise).

    If you look at LPs they tend to have at most 1 big impressive new model per side, therefore expecting both Ghorgon and Jabber at the same time is absolutely unreasonable. That is fine, as I stated BM have easily enough to fill 2 LPs.
    This has been covered many times indeed but that does not mean you are right. Companies have massive budgets and tons of advertisement. If a random guy on steam community can do so can they. All they need to do is animate another pair of arms on the giant skeleton and boom. Or they could go the lazy route like with the terradons and Rippers and not animate a pair of limbs. If modders can do it with reasonable quality so can CA.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    MrDragon said:

    Overall my takeaway from this thread is mostly still: Warriors and Daemons never should have split in the first place.

    Thats a very strange takeaway. And thank god they did otherwise WoC would have like 50 more units to be added.
  • Goatforce#6625Goatforce#6625 Registered Users Posts: 8,580
    TexacoV2 said:

    Goatforce said:

    TexacoV2 said:

    "It is unreasonable to expect 2 models with the complexity of the Ghorgon (4 arms)"
    I doubt it was so unreasonable if modders where able to achieve it for free.

    This has been covered many times. Modders don't have to work through the hoops of a company, such as working to a budget with paid staff. Also I believe the Ghorgon mod has only 2 properly animated arms, from what I've seen the other 2 are just kinda there - so there is the obvious massive difference in quality of complex models produced by CA vs a modder (not being down on modders it is amazing what they have done, but they do not have the same tools or expertise).

    If you look at LPs they tend to have at most 1 big impressive new model per side, therefore expecting both Ghorgon and Jabber at the same time is absolutely unreasonable. That is fine, as I stated BM have easily enough to fill 2 LPs.
    This has been covered many times indeed but that does not mean you are right. Companies have massive budgets and tons of advertisement. If a random guy on steam community can do so can they. All they need to do is animate another pair of arms on the giant skeleton and boom. Or they could go the lazy route like with the terradons and Rippers and not animate a pair of limbs. If modders can do it with reasonable quality so can CA.
    "Companies have massive budgets"...... Oh god. How massive? How big is the budget of an individual DLC though? How much of that is eaten up by paying a team to do the project, what about extra expenses like MoCap?

    Companies have a lot of money, that doesn't mean they throw it all at any project, they assign money based upon what the estimated return is in order to make a profit (pretty basic stuff). WH1's success was underestimated, therefore its and the BM's budget was lower than it could have been, thus we got less developed products as a result.

    " If a random guy on steam community can do so can they". As I stated, a random guy on steam made something that would not have been acceptable in a paid DLC, though was incredibly impressive for a mod.

    "All they need to do is animate another pair of arms on the giant skeleton and boom".... Are you trolling actually, because saying something this obviously ridiculous you must be. Animating is not easy, nor is it inexpensive. Animating something properly that diverges from things you can mocap for (people, horses etc) is even more expensive as it requires a ton of work to make it seem natural.

    So, yeah, obviously assuming companies just magic up unlimited budgets and animating being something easy not something requiring training and probably years of experience to do to the standard required by CA is rather silly. Are you trolling, or do you just not know anything about business and video game creation, that is the question.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    You are right, truly it would cost CA a absolute fourtune to animate a second pair of arms on a monster. And it must surely be far to difficult for a group of extremly experienced animators to do such a thing. And we would never accept such a low quality level as the mod except for when every DLC has a unit with the same or lesser quality like the Ripperdactyls, Ancient Salamander, the entire Warriors of chaos DLC, all the reskins in the norscan army, the awful animations of Tehen, Huntsmen and Archers being reskinned crossbowmen.
    Stop trying to shill out for CA. They easily have the resources to add two monsters to one faction in a DLC, especially since BM has nothing else to add and it uses parts from previous models.
  • UberReptilian#8431UberReptilian#8431 Registered Users Posts: 5,487
    TexacoV2 said:

    the awful animations of Tehen.

    What's wrong with his animations? Look fine to me. Is it that he's goofy? Becuase yeah, he's a skink, his name is bloody ten-in-one.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    Well for one they are not his animations, they belong to the skink priest/cohort. And as thus look dumb because they where not animated with his tablet in mind. This is untop of the fact that his walking animations is blatantly silly and once again does not take the massive tablet into account.
  • UberReptilian#8431UberReptilian#8431 Registered Users Posts: 5,487
    TexacoV2 said:

    Well for one they are not his animations, they belong to the skink priest/cohort. And as thus look dumb because they where not animated with his tablet in mind. This is untop of the fact that his walking animations is blatantly silly and once again does not take the massive tablet into account.

    I mean I wouldn't be agaisnt new animations but you're saying their goofy and I'm saying that's fine because Skink. Skink's are goofy, just like his opponent in Ikit Claw also is goofy and has goofy animations. It's fine imo. Tehenhauin has far larger issues anyway.

  • TexacoV2TexacoV2 Registered Users Posts: 539
    Skinks being goofy is not excuse for just plain bad animations that don't fit his model. Warhammer is goofy should thus all the animations be unfinished and half made? I don't think so.
  • UberReptilian#8431UberReptilian#8431 Registered Users Posts: 5,487
    TexacoV2 said:

    Skinks being goofy is not excuse for just plain bad animations that don't fit his model. Warhammer is goofy should thus all the animations be unfinished and half made? I don't think so.

    Unfinished and Half made? I don't see it. His mechanics are half finished, his animations are not even close to being half finished, have you seen how broken the Medusa is? Thing can't even stay in combat without getting constantly staggered.
  • TexacoV2TexacoV2 Registered Users Posts: 539
    Yes exactly, not seeing them is the issue. Because they are not there.
  • Lunaticprince#9972Lunaticprince#9972 Registered Users Posts: 7,130
    TexacoV2 said:

    Yes exactly, not seeing them is the issue. Because they are not there.

    Broken animation not have to be ignored, but they is the point where we come to nitpicking or say false statement.

    Tehens animation is nitpicking, is not a broken, bad or half finish in every way.


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