#1021
Posted 01 January 2015 - 02:19 AM
#1022
Posted 01 January 2015 - 01:24 PM
#1023
Posted 02 January 2015 - 02:22 PM
#1024
Posted 02 January 2015 - 04:17 PM
#1025
Posted 07 January 2015 - 07:08 AM
#1026
Posted 07 January 2015 - 08:58 AM
#1027
Posted 07 January 2015 - 11:37 AM
#1028
Posted 07 January 2015 - 12:26 PM
#1029
Posted 08 January 2015 - 03:22 AM
PPC barrels: no news
A1 Missile VCRs: no news
Assault sized torso: no news
That is all.
#1030
Posted 08 January 2015 - 03:32 AM
It shows a lack of self awareness on the part of the project lead which is shocking (then again they thought Transverse would bring in a million dollars, so they are obviously not very in touch with reality).
Everyone knows a CPLT A1 will be full of missiles of some variety - the bolt on external missile VCRs ruin the visual aesthetic of the mech and don't add anything to the counter play experience, as if you are close enough to count the number of tubes on each VCR, you are also close enough to push R and just get a readout of exactly what they are carrying.
The CPLT A1 used to be a demon in the streak and splat cat days but making the profile far larger than that of a stalker while also ruining the appearance of one of the nicest looking chassis in the game is why people say the game was 'better in beta'.
Let's all bow our heads and remember a time before the film grain, before the excessive motion blur, before the fog on everything, before the cockpit glass, before the atlas eye glow was turned off, before the VCRs were bolted on to the catapult and back when mechs feet actually used to track the ground. In short before a project lead decided to fiddle with the margins rather than add substance.
#1032
Posted 08 January 2015 - 03:46 AM
Fast forward about a year and we now have Doom Crows. They think that is ok. They think it is ok in a Mad Dog too.
Power creep has negated any sort of hitbox punishment PGI gave the Cat A1. Let's have new dynamic missile tubes all implemented INSIDE the base A1 missile rack.
P.S. Fix the appearance of the PPC barrels too....and add EEPPC quirks too. A K2 is a fire support sniper heavy for Christ sakes.
Edited by MeiSooHaityu, 08 January 2015 - 03:47 AM.
#1033
Posted 08 January 2015 - 03:58 AM
#1034
Posted 08 January 2015 - 05:41 AM
MeiSooHaityu, on 08 January 2015 - 03:46 AM, said:
Fast forward about a year and we now have Doom Crows. They think that is ok. They think it is ok in a Mad Dog too.
We are not going to see anything like this i think.
An official response on this one year +1000 replies thread will be nice.
#1035
Posted 08 January 2015 - 07:27 AM
MATRAKA14, on 08 January 2015 - 05:41 AM, said:
We are not going to see anything like this i think.
An official response on this one year +1000 replies thread will be nice.
Considering how PGI has treated the poor Cat A1, that Mad Dog almost seem reasonable (well for PGI logic anyway).
#1036
Posted 08 January 2015 - 08:02 AM
#1038
Posted 08 January 2015 - 08:26 AM
#1039
Posted 08 January 2015 - 08:31 AM
DjPush, on 08 January 2015 - 08:26 AM, said:
They expand the arm hitbox, so the box (which is normally the catapult's arm hitbox) becomes much bigger/wider. It doesn't direct damage to the exact launcher you shoot at, it just applies the damage to the arm hitbox.
Edit: There is a quirk with the catapults where their missile doors reduce damage to the arm by 10% while closed, but they add a 0.5s firing delay to every shot for them to open up. You can toggle them open/closed with the slash key, but I have *no clue* if this old quirk dating back to closed beta is still even valid.
Edited by Tolkien, 08 January 2015 - 08:54 AM.
#1040
Posted 08 January 2015 - 09:03 AM
23 user(s) are reading this topic
0 members, 23 guests, 0 anonymous users