Victor Morson, on 19 November 2013 - 12:38 PM, said:
Fun fact: The LBX is NOT a modified shotgun, as far as the game is concerned. It's a modified Crysis grenade, with a shaped discharge so it will always scatter the shrapnel forwards.
Why do I mention this? Because it seems like it was designed originally to operate like table top - and thus could explode when it nears the target, shotgunning them from anywhere within it's effective range. I don't know why this got canceled and scaled back to be a traditional MW4 shotgun again, but it did.
Regardless, if they're not bringing that back, they could give it another couple pellets or a faster ROF or something to make it compete with the AC/10.
Anyway let's not get tied down in an LBX/10 debate. Let's talk Flamer, so we can stay on point here. Does anybody here think the Flamer is OK? OK then, I think we can all agree they could have spent 5 minutes with the flamer, don't you?
I know what you're getting at. There are quite a few weapons that need "balancing", including but not limited to
damage is not an indication of how deadly a mech is, mostly that it can shoot everything else off of a mech before finally killing it. The best way to kill a mech is to take it down fast, not piecemeal.
Edited by CapperDeluxe, 19 November 2013 - 01:02 PM.
LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way
Posted 19 November 2013 - 01:03 PM
Vela Terentius, on 19 November 2013 - 12:51 PM, said:
Yeah honestly as a d-dc pilot, i would have to agree that im a bit concerned with how vulnerable this is liable to make all other parts of the atlas that it needs to not just be a walking stump. It sorta feels like this is a nerf to the atlas, because disabling them by destroying side torsos was already pretty easy... why make it easier to disable the fire capability of somehting that already had its armor nerfed before?
It's a buff to the AS7-D, and a nerf to all the other variants. Gogo Zombie Atlas!
Edit: Eh, I guess it's also a buff to the K, so long as you don't leave an XL in it.
Edited by Levi Porphyrogenitus, 19 November 2013 - 01:04 PM.
I'm sorry, I didn't understand. Are you saying that you only get the ECM bonus if you have an ECM mech and you've set the ECM to 'counter-mode' (and then successfully counter someone elses ECM)?
There are two bonuses. One is for counter-mode (the thing newbies/veterans don't seem to use despite its existence from the beginning) and the other is for disrupt mode blocking out LRMs.
That is it as it is EXCLUSIVE to ECM mechs (not that they actually needed XP acceleration through doing things that they should be doing in the first place).
LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way
Posted 19 November 2013 - 01:07 PM
Deathlike, on 19 November 2013 - 01:03 PM, said:
There are two bonuses. One is for counter-mode (the thing newbies/veterans don't seem to use despite its existence from the beginning) and the other is for disrupt mode blocking out LRMs.
That is it as it is EXCLUSIVE to ECM mechs (not that they actually needed XP acceleration through doing things that they should be doing in the first place).
"XP and C-Bills given for countering an ECM 'Mech that then takes locked missile damage from allies."
No bonus for protecting a mech from LRMs. The bonus is for shutting down enemy ECM and having allied LRMs damage him while his ECM cover is Countered.
Newsflash: it doesn't suck now. I'm having a blast with it and looking forward to UI 2.0 and CW being released when they're ready. The wait doesn't cost you a dime unlike subscription-based games.
NamesAreStupid, on 19 November 2013 - 11:00 AM, said:
As you have been for the last year?
I always kind of chuckle whenever I hear someone complain about plans announced for MWO prior to 9/17/13...you know, the date it launched. Prior to that date, they didn't owe you anything. The game was in beta. If you chose to sink money into the game during beta, well more power to you. We tend to spend money on things we enjoy. I would have as well, had I known about the game at that point. For all intents and purposes, any time spent waiting for *anything* during a game's beta period just doesn't doesn't count. There are no guarantees in beta.
The day the game launched, the clock started ticking on their getting CW implemented, as it was supposed to be included at launch but was delayed. Now it is reasonable to make claims regarding our patience or lack thereof in the matter of it being *two* months late at this point.
Like I said, the game that launched is a blast to play in its current version. Time will tell whether or not it has enough staying power to last until CW comes out. If I'd started playing last December in beta, perhaps I'd be getting bored with it as well, but I can't see how it would make much sense complaining that they let me play their game early enough that I got tired of it by launch. In that respect, I'm glad it only landed on my radar a few months ago.
TL;DR: Nothing announced, nerfed, added, removed, etc. during beta matters. It's a poor basis for an argument.
Flamer wild suggestion:
Weight 0.5 tons
Crit 1
AMMO! : 12 shots per ton
Range: 120 meters
Recycle: 5 seconds
Effect: fires glob of fiery gooey (napalm of 3050) that sticks to a mech and burns for 10 seconds. During these ten seconds the mech takes 0.1 damage per second to body parts affected, and heat increases by 1 per second.
Ammo: Most mechwarriors avoid using flamers since the ammunition is highly volatile. If hit, the ammo has a 90% chance of exploding - covering the mech with goo that burns for 10 seconds. Damage and heat equal to 0.1 and 1 for each unused round. An unused ton of flamer ammo would do 1.2 points of damage to the body part it was stored in per second, and raise heat by 12 points per second for 10 seconds (quite probably forcing a prolonged and harmful shutdown (submerge in water for the save?)).
How about that?
Edited by Jonathan Paine, 19 November 2013 - 01:12 PM.
Levi Porphyrogenitus, on 19 November 2013 - 01:07 PM, said:
"XP and C-Bills given for countering an ECM 'Mech that then takes locked missile damage from allies."
No bonus for protecting a mech from LRMs. The bonus is for shutting down enemy ECM and having allied LRMs damage him while his ECM cover is Countered.
Both bonuses are Counter-related.
Oh. I should've reread it.
Anyways, it's still a feature most ECM users don't do more often than not. It's embarrassing.
Geek Verve, on 19 November 2013 - 01:08 PM, said:
I always kind of chuckle whenever I hear someone complain about plans announced for MWO prior to 9/17/13...you know, the date it launched. Prior to that date, they didn't owe you anything. The game was in beta. If you chose to sink money into the game during beta, well more power to you. We tend to spend money on things we enjoy. I would have as well, had I known about the game at that point. For all intents and purposes, any time spent waiting for *anything* during a game's beta period just doesn't doesn't count. There are no guarantees in beta.
The day the game launched, the clock started ticking on their getting CW implemented, as it was supposed to be included at launch but was delayed. Now it is reasonable to make claims regarding our patience or lack thereof in the matter of it being *two* months late at this point.
Like I said, the game that launched is a blast to play in its current version. Time will tell whether or not it has enough staying power to last until CW comes out. If I'd started playing last December in beta, perhaps I'd be getting bored with it as well, but I can't see how it would make much sense complaining that they let me play their game early enough that I got tired of it by launch. In that respect, I'm glad it only landed on my radar a few months ago.
TL;DR: Nothing announced, nerfed, added, removed, etc. during beta matters. It's a poor basis for an argument.
TBH, it was promised in one of the videos that Bryan was recorded in. CW was to be released at around launch, but as we know, none of that happened (things were pushed back, as they normally are).
It's hard to not dispute this when the visual evidence has been there all on the Internets. (I'm sure someone will help me/you out by posting a link).
Edit: Never mind, found it:
It was one of the first things mentioned in the video itself.
Please disregard this as a close and restart of the interface has restored the items cost's to normal values. And always a good thing to do (close, restart MWO) after a patch install