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Hill Climb Module


33 replies to this topic

#21 Mechteric

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Posted 10 December 2013 - 03:32 PM

Seems pointless to me, I'd rather this be some kind of XP unlock rather than a module.

#22 AC

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Posted 10 December 2013 - 03:32 PM

Poor concept from the start = Poor implementation in game. Nuff said....

#23 keith

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Posted 10 December 2013 - 04:15 PM

View PostAC, on 10 December 2013 - 03:32 PM, said:

Poor concept from the start = Poor implementation in game. Nuff said....


no concept is good. something makes u not slow as fast going up them hills, therefor retaining more speed, is a great idea. just 10% is horrible. for how short all the hills it just does not work. needs to be around 100% to be usable on bigger mechs to 50% on lights

#24 Nryrony

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Posted 10 December 2013 - 10:28 PM

View PostFunkadelic Mayhem, on 10 December 2013 - 04:00 AM, said:

In other words....

"QQ I want to pilot Assaults and heavies and want to go as fast and be able to move around and up like lights but do assault damage QQ!!!!"

LOL


Actually I was testing it on a light.

#25 Zakie Chan

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Posted 10 December 2013 - 10:50 PM

Its good for buggy areas of the map, seems to reduce the snag chance since you seem to keep momentum a bit better. Dont expect it to get you to places you couldnt get before but you do get there more reliably.

Biggest benefit is canyon network. Helps keep that extra push to make sure you get up a level without slowing to a crawl and wiggling up.

My YLW has 4 module slots and over 1.5 mil mech xp so... I try them ALL! lol

#26 Ahja

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Posted 11 December 2013 - 12:54 AM

BAHAHAHA OMG you guys are a crack up......what? This is a module? For real? Wow they spent time thinking this up as opposed to so many needed things? Dont ask what things BAH.

#27 Ensaine

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Posted 13 December 2013 - 07:18 AM

Waste of time and resources, nothing more. First, they nerf Hill Climbing, then put out a 15k GXP Hill Climb Module.

Perhaps, it will be better when they release the:
Hit Detection Module
Ghost Heat Module
DHS Module

... and I'm sure a slew of others are planned as well.

#28 St4LkeRxF

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Posted 13 December 2013 - 11:24 AM

Add to it unstuck trait and i may buy it, as what is point to go faster up hill if i will get stuck on some invisible stuff on the way

#29 Chemie

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Posted 13 December 2013 - 01:58 PM

remove glitched ground textures module

#30 Turist0AT

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Posted 13 December 2013 - 05:33 PM

Breaks the game, here, this module($$$) will fix it for ya. Why do we even have legs when you cant move on slopes.

#31 gtyida

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Posted 16 December 2013 - 10:38 AM

personally, i prefer if they made the module passive or upgradable via the mechlab on the legs....something like that and the improved gyro as well on the mechlab... or passive cos the no of modules are too much to equip on anyway....

#32 Bagheera

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Posted 16 December 2013 - 11:17 AM

View PostEnsaine, on 13 December 2013 - 07:18 AM, said:

Hit Detection Module


If that fixed SRMs, I'd buy 5 of them.

#33 Alex Warden

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Posted 16 December 2013 - 11:52 AM

View PostLevi Porphyrogenitus, on 09 December 2013 - 02:54 PM, said:

They should rename it a mobility module and have it downgrade your movement class by one step. Mechs in the Tiny class (or whatever it is) would gain reduced fall damage (maybe double the fall distance before the legs take damage).


a little late. but i support this

#34 psihius

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Posted 17 December 2013 - 02:59 AM

I think many feel the same about the advanced gyro module, but to say the truth it helps. If you don't follow the obvious routes, you start to encounter a lot more of those "edge cases" where those 10% would get you through.

I think this module is for those, who know why and where they need it :)





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