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Mechlab Do's and Don'ts


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#21 chumppi

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Posted 13 June 2012 - 04:42 AM

Just a question... how can you make a do's and don'ts of meclab if you've never used the games mechlab? And I'm sure things are still subject to change.

#22 Mechwarrior Buddah

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Posted 13 June 2012 - 04:52 AM

All these senseless ammo explosions... whatever happened to http://www.sarna.net/wiki/CASE

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CASE, short for Cellular Ammunition Storage Equipment, was created by the Terran Hegemony in 2476


What year does this game start in again?

#23 Aym

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Posted 13 June 2012 - 05:22 AM

View Postpursang, on 13 June 2012 - 04:05 AM, said:

It's kind of premature and presumptuous to tell people what to do and what not do do in a (I'm assuming) game that you haven't even played yet, no?

View Postchumppi, on 13 June 2012 - 04:42 AM, said:

Just a question... how can you make a do's and don'ts of meclab if you've never used the games mechlab? And I'm sure things are still subject to change.

I think if you read the OP's statements carefully it comes across more as conventional wisdom w/in the BTU. And these areas seem like they can be well balanced in a video game while still hewing along lore-esque lines.

#24 Demoulius

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Posted 13 June 2012 - 05:35 AM

I love playing a medium laster/medium pulse laserboat in MW4 among other games. I think ive seen people call it overpowerd on the board but the heat management requires an entire new type of gameplay. Hard to master and to be honest not effective against all foes (as some just shred you to pieces before you do to much damage) but the constant barrage or fire is very nice. Also means its not such a disaster if you miss a shot or two :mellow: No running out of ammo is also a huge plus ;)

Other then that a main weapon (or two) accompanied by some smaller back up weapons tends to work nicely to :lol: Specialy when arms and such start getting shot off as generally those contain the biggest weapon hard points :o

How it works in MWO though? *shrugs* who knows...





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