1) The visor... why? I liked the understated eyes the original Komodo concept had. I can understand that you want to bring attention to the head, but there must be a better way of doing that. If nothing else, it would be a good place to put teamcolour
Well... the basic idea was to have red sensor eyes (since that's a repeating theme on the Resistance stuff). Round ones looked awful- it made for a cartoony "cute" feel, so I tried slits and ended up with that. If they're too small, you just won't be able to see them at typical zoom, so bear that in mind- they have to be big enough to be visible, which means pretty big, given the size of these guys.
2) You could have told me it was meant to fly. I could have built that into the backpack. :/
Y'know what? I looked back at the post about concepts (we're talking sometime in December here, folks), and it appears I just dropped the entire description of the heavy infantry off of there- light infantry were described in some detail, but heavy weren't. My mistake.
I just assumed you'd forgotten, so I improvised a fix. Turns out I never delivered a real spec for it

Sorry.
3) I think it would have looked better with the arms, rather than the arms ending with the gun
I guess it's non-obvious from the render, but look at the in-game shot- they not only have arms, but they have
hands, and the claws are animated when it shifts stances. The gun's handle moves along with the rest of it as it goes from walking to firing, and the wrists turn, the elbows turn, the shoulders turn in two axis, etc. It has more joints than anything else in the game, and can almost do a full range of human motion on the arms.
4) The barrel wouldn't have looked 'plain' if you hadn't greebled it. Plain areas can look good too, you don't have to plate up every tiny space to make things look detailed.
First off, it doesn't rotate, it's an ammo drum- it just holds ammo in a spiral pattern. The gun's chain feed would pull the ammo out of the drum to prepare the shot for firing.
I wanted the gun to feel like a big blocky thing, but keep the polycount down and avoid making it resemble anything from a major game, or a design like the one in the concept piece, which would just look like a weird stick at typical zoom, and be a waste of triangles.
Hard to pull off.
At one point, I had a pair of weapons, one for each hand, and they were cool but I was like, "wait, that's Blizzard's new flying marine", etc., etc.- the problem here is coming up with something that's different, but feels appropriate. After thinking about it a bit, I came up with this design, where the trooper grips the handle to help compensate for recoil and keep the weapon steady while firing. I'm open to making a change on that, if we can come up with something under 200 triangles that feels right and I can fit into the uvmap after removing the current gun.