Urbanmech Arrives On The Battlefield!
#541
Posted 04 June 2014 - 01:55 AM
Either the Battlefield arrives at the Urban mech, or both do never meet.
#542
Posted 04 June 2014 - 02:44 PM
GrandLocomon, on 04 June 2014 - 01:13 AM, said:
We need the real urbanmech!
More than that, the flea!
FLEA PLEASE!
If only they could fix the MASC system. Right now if a mech goes over 170Kph or so, it starts causing latency and HSR issues. If they can fix that, I will have MASC on my locusts, and the flea.
Lily from animove, on 04 June 2014 - 01:55 AM, said:
Either the Battlefield arrives at the Urban mech, or both do never meet.
Dynamic entry is how. You launch that sucker from orbit, and just let it smack down. It might do more damage just from the impact shockwave XP.
#543
Posted 04 June 2014 - 02:49 PM
IraqiWalker, on 04 June 2014 - 02:44 PM, said:
Dynamic entry is how. You launch that sucker from orbit, and just let it smack down. It might do more damage just from the impact shockwave XP.
so thats why its shaoped like a bullet, its just a giant AC piece of ammo.
#547
Posted 05 June 2014 - 05:25 AM
IraqiWalker, on 04 June 2014 - 11:46 PM, said:
Aftermath
Yeah, the special UM-CF Variant (Cannon Fodder)
simulated in mechlab (on a spider chassis): http://mwo.smurfy-ne...6a72ce9dcdc0997
Tag and JJ's are for improved targeting
Edited by Lily from animove, 05 June 2014 - 05:27 AM.
#548
Posted 05 June 2014 - 11:18 AM
Lily from animove, on 05 June 2014 - 05:25 AM, said:
simulated in mechlab (on a spider chassis): http://mwo.smurfy-ne...6a72ce9dcdc0997
Tag and JJ's are for improved targeting
But of course. The JJs allow The CF to rush headlong towards it's intended destination, and then rupture the ground with an earth shattering impact
#549
Posted 08 June 2014 - 12:08 AM
#550
Posted 08 June 2014 - 06:57 AM
Lily from animove, on 05 June 2014 - 05:25 AM, said:
simulated in mechlab (on a spider chassis): http://mwo.smurfy-ne...6a72ce9dcdc0997
Tag and JJ's are for improved targeting
Shouldn't that be AC/10 ammo instead of LRM ammo?
#551
Posted 08 June 2014 - 07:14 AM
#552
Posted 08 June 2014 - 07:38 AM
.. So give it a restriction of 150 or 200. That would let us play a Light Assault role if we don't feel like playing a Fast Light role. That, and they would generate at least $100,000 in MC sales alone if they released the Urbie... win/win
#553
Posted 08 June 2014 - 07:40 AM
Prosperity Park, on 08 June 2014 - 07:38 AM, said:
.. So give it a restriction of 150 or 200. That would let us play a Light Assault role if we don't feel like playing a Fast Light role. That, and they would generate at least $100,000 in MC sales alone if they released the Urbie... win/win
I hope so, we have bugged them enough after all
#555
Posted 08 June 2014 - 04:54 PM
#556
Posted 08 June 2014 - 05:13 PM
#557
Posted 08 June 2014 - 05:21 PM
Cimarb, on 30 May 2014 - 06:30 PM, said:
Surprise.
With that speed, though, evidently on concrete, asphalt, etc. mechs would slip and slide (if movement was properly done in MWO). My Kintaro in a megamek (digital TT) match slipped and fell.
PTC had a Jenner that on the first move, tried to take a hard turn without thinking while going maximum speed (97.2 kph). Slid and fell, landing on the back. The pilot lost consciousness in the fall. It skid 90 meters (making 3 skids, each time taking extra damage to the back, destroying all the armor) and after the third skid had been thrown to the edge of the map, causing an automatic retreat.
Know what I say? Screw your speed. I'll stick to be safe in the street. Just, I won't be sporting flags when I try to hide behind the low ground.
#560
Posted 08 June 2014 - 10:03 PM
You people debating the Urbie based off of capability are REALLY DENSE.
It isn't even remotely about effectiveness.
"Don't release the Urbie, the Mauler is a better mech"...
You really don't get it, do you? That zing sound you hear? That's the whole point flying right over your head.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users