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DOTM Shockwave improvements-thoughts or reality?

PostPosted: Tue Jun 14, 2011 11:23 am
by Nemesis Destron
Well fans I feel after so many weeks of DOTM figs on the shelves Shockwave still seems to be a bit illusive. And even though we saw the images and the video reviews knowing very well what to expect, like me some of you still may have asked yourself "why oh why didn't they do this instead".

Its awesome to have a flawless TF but like others Shockwave has his share. My real beef with this TF is no waist articulation, somehow kept him with only one hand or maybe have the right hand same color as entire arm. Finally the whole hose issue maybe a bit longer or perhaps have the end that plugs into the cannon go somewhere closer to the shoulder rather than the barrel. Shockwaves cyclops red eye does add that extra evilness but I'm not gonna lie that every now and then I wish it to look G1 with the light piping gimik.

My own minor improvements considering I shall never transform him, I plugged the hose from the back where it goes to his back shoulder and not the cannon. I think it works better for me and you can still see it. I almost tossed out the blade that came cuz at first it did look lame to me, but I realized plugging it over the barrel tip makes a awesome looking bayonet. To hell with the mechtech so I'm considering picking up another SW sometime so I can have his cannons in different modes and sell off the figure for parts, I sure someone will benefit from that.

So what say you fans especially you Kitbahers? What were your ideas for improvement and did some of those ideas become reality? :VEHI:

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Tue Jun 14, 2011 12:38 pm
by rpetras
With a little tinkering I was able to get the blaster mounted to the correct arm.

It really angered me that in a line that is focused on the swappable mechtech weapons, that the one guy that could benefit from having his gun on either arm could not do so!

If you want to do this yourself, it is not too hard.
Unscrew the forearms and swap them from left to right, making sure to keep the hands on the correct arms.
The hands will now NOT fold in all the way, but this is an easy fix.

Look at the contact points, and trim them carefully. I used a small pair of side cutters, and an exacto to do this.

I don't have the figure in front of me, but all it took was a small snip from the hand and one or two from the forearm and the hands would again fold flush again. You can't even see the mods without looking very closely.

With the folding hand on the gun arm, he really evokes his gee-wunny self.
The hose on the barrel is a bit of an odd looking thing, I may try the shoulder mount for that as was suggested above.

If I remember to do so I'll try to take a few pics when I get home.

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Tue Jun 14, 2011 1:24 pm
by paul053
I totally ignore the tube and use it as a whip.

I actually like the knife. Either on his left hand or on the weapon.

I fixed the shrugging shoulder.

I also fixed the monkey arms (another member here will be working on that soon, too. I believe his will be better than mine because he pretty much taught me how to do it. So I left the thread in custom figure to him).

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Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Tue Jun 14, 2011 10:08 pm
by PrymeStriker
If you notice, on the shoulder, in the back, there is a "Mech Tech Hole" if you want to call it that. You can plug the hose there. It doesn't give him the best articulation though. You can also plug the hose into the hole on the gun itself, but that looks odd. I don't move that arm, really. You can just detach it and leave it hanging.

I won't be transforming Shockwave often. I gotta transform him at some point (whether it is curiosity of his alternate mode in-hand, or because I've got a stop motion series involving him -.-), because if I don't, what's the point of the title Transformers?

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Wed Jun 15, 2011 3:49 am
by Nemesis Destron
Awwww crap how could I not see this! Even Binaltech Shockblast had his cannon on the correct arm. My Shockwave doesn't peg onto the correct arm and hold very well. Anyone have that problem too? Its not that big a deal but gundam Hasbro, you couldn't get that fact right huh? :VEHI:

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Wed Jun 15, 2011 5:57 am
by Mykltron
When you people talk about the gun being on the wrong arm, are you talking in terms of G1? Cos in the movie trailer isn't the gun on the right arm? Also, he uses that left arm blade in the game trailer.

paul053 wrote:I also fixed the monkey arms (another member here will be working on that soon, too. I believe his will be better than mine because he pretty much taught me how to do it. So I left the thread in custom figure to him).


Haha! I taught you but you ignored my lessons! Bad disciple - BAD! I think my mod will be easier to accomplish (unless the wrist pins are difficult to remove like in Crankcase's weapon :BOOM: ) but maybe slightly more stable.

Oh yeah, I got a bit distracted by modding Barricade last night so that he can stand up properly and look around without his bear getting in the way.

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Wed Jun 15, 2011 6:05 am
by Autobot032
Mykltron wrote:When you people talk about the gun being on the wrong arm, are you talking in terms of G1? Cos in the movie trailer isn't the gun on the right arm? Also, he uses that left arm blade in the game trailer.


Correct. This is not G1 Shockwave. They're welcome to modify their figure as they see fit, but it's kinda pointless to lose the accuracy.
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Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Wed Jun 15, 2011 6:17 am
by Mykltron
Autobot032 wrote:
Mykltron wrote:When you people talk about the gun being on the wrong arm, are you talking in terms of G1? Cos in the movie trailer isn't the gun on the right arm? Also, he uses that left arm blade in the game trailer.


Correct. This is not G1 Shockwave. They're welcome to modify their figure as they see fit, but it's kinda pointless to lose the accuracy.


Oh well, just be glad it has the mono-eye. I strive for screen accuracy with movie customs so I'll be keeping the gun on the right.

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Wed Jun 15, 2011 11:13 am
by paul053
Mykltron wrote:Haha! I taught you but you ignored my lessons! Bad disciple - BAD! I think my mod will be easier to accomplish (unless the wrist pins are difficult to remove like in Crankcase's weapon :BOOM: ) but maybe slightly more stable.

:lol: Did I? I just place the ball joint on the other side so I don't have to mess with that wrist pins. ;)

Re: DOTM Shockwave improvements-thoughts or reality?

PostPosted: Wed Jun 15, 2011 11:15 am
by paul053
Mykltron wrote:
Autobot032 wrote:
Mykltron wrote:When you people talk about the gun being on the wrong arm, are you talking in terms of G1? Cos in the movie trailer isn't the gun on the right arm? Also, he uses that left arm blade in the game trailer.


Correct. This is not G1 Shockwave. They're welcome to modify their figure as they see fit, but it's kinda pointless to lose the accuracy.


Oh well, just be glad it has the mono-eye. I strive for screen accuracy with movie customs so I'll be keeping the gun on the right.

Yeah. I agree, too. Since my shocky's wrist is now removable, it's pretty easy for me to switch but that's what he is on the movie, right?