The Clans And What We Know So Far
#121
Posted 10 June 2014 - 12:50 PM
#122
Posted 10 June 2014 - 12:53 PM
Saber Avalon, on 10 June 2014 - 12:43 PM, said:
Well said on the quad UAC5 issue. I take it you guys pick an open grid for the circle, quiaff? I recall from the books that some circles were drawn around large areas, so terrain could be taken advantage of. However, if the circle is forced to an smaller, open, area the restriction makes sense.
Most times, Aff. We in CGB have been experimenting with larger CoE for trials. The few zellbrigen trials we have had since private matches started with star v star or similar gave been full map. Zellbrigen is first sight, you do not alpha on first shot, until we can figure out another method.
The Grand Council decided that zellbrigen rules are: No consumables, no alpha on first 'tag' shot. Otherwise the finer rules are declared during batchall.
#123
Posted 10 June 2014 - 12:56 PM
Edited by Pariah Devalis, 10 June 2014 - 12:56 PM.
#124
Posted 10 June 2014 - 01:03 PM
Pariah Devalis, on 10 June 2014 - 12:50 PM, said:
That is a good location choice. Big enough to move a bit, has self drawn boundries if water is the edge, and the neutral heat you mention. I concede to restrictions in that situation. With exception to streaks
CoffiNail, on 10 June 2014 - 12:53 PM, said:
The Grand Council decided that zellbrigen rules are: No consumables, no alpha on first 'tag' shot. Otherwise the finer rules are declared during batchall.
Wait, there is a Grand Council between the clan groups in this game? Nice, or am I reading into that too much.
I like the zellbrigen "tag" rule. Announces who your opponent is, gives them time to realize it and then face you.
#125
Posted 10 June 2014 - 01:06 PM
Edited by Pariah Devalis, 10 June 2014 - 01:07 PM.
#126
Posted 10 June 2014 - 01:08 PM
CoffiNail, on 10 June 2014 - 12:53 PM, said:
The Grand Council decided that zellbrigen rules are: No consumables, no alpha on first 'tag' shot. Otherwise the finer rules are declared during batchall.
I hope we will try something similar. Indeed, i would like to have at least a standard set of rules (say level 1,2,3,4..) to ease the bidding procedure
#127
Posted 10 June 2014 - 01:13 PM
There are maybe a dozen and a half units with representatives. It is the foundation that is started. I should get an event rolling. Need to keep my Clan launch week busy. I booked it off. I have been waiting for this day since October 31st, 2011.
#128
Posted 10 June 2014 - 01:22 PM
#129
Posted 10 June 2014 - 01:22 PM
Demoncard, on 10 June 2014 - 11:18 AM, said:
None, but if you watch the video and understand what I am trying to achieve, you will understand why I think so highly of it. Saves me a ton of time otherwise spent making my own version.
CyclonerM, on 10 June 2014 - 12:39 PM, said:
Why do you guys limit the ring to such a small area? You could at least pick a 4x4 area on any map to give ranged builds a chance.
On top of that, do you not use the hunter/hunted rules of the trial? Where the hunter picks the method (enhanced or not, but that could be translated into choosing the weight class used) and the hunted picks the map/area/grids?
I would love to do a trial of position, btw... Just I'm not a Clanner, per se - I won't be leaving my unit, lol. Do you do honorary positions?
#130
Posted 10 June 2014 - 01:27 PM
#131
Posted 10 June 2014 - 02:39 PM
#132
Posted 10 June 2014 - 03:05 PM
#133
Posted 10 June 2014 - 03:16 PM
Pale Jackal, on 10 June 2014 - 03:05 PM, said:
I would not be surprised if PGI adjusts perks for IS mechs eventually. They have been hinting at it for a while, seems the clans are a good excuse to be a test bed for a lot of ideas with little repercussions. They are expected to be "OP" and by nature, with the attempt to balance them, will require adjustments. Anything that works will likely bleed over to the IS, such as quirks.
I doubt, however, they will ever adjust the maximum amount of armour the hunchback's hunch can have. Pretty sure that is going to be one of those things they do not want to change from the TT. Opens up too much additional adjusting and balancing across the board and they already have way too much on their plate.
#134
Posted 10 June 2014 - 04:50 PM
Saber Avalon, on 10 June 2014 - 03:16 PM, said:
They have already hinted that they are looking at "tank" type quirks, giving some mechs more armor for their armor, and heat-based quirks, allowing mechs like the Awesome to have less penalty when using energy weapons.
Having some of these quirks work mech wide makes sense, but having them work only on certain components would make even more sense. For instance, give the Hunchie's hunch a tanky bonus, but not the rest of it, or only giving the Awesome the heat reduction on weapons in the side torsos.
#135
Posted 11 June 2014 - 09:10 AM
Note: It was posted by El Bandito here I did not want to quote it in case it ended up deleted so I copy/pasted. This is the link for the supposed original post: http://mwomercs.com/...791-weaponsxml/
Edit: El Bandito's post appears to have been removed. Take that how you like.
Here is the amount you can pack before GH kicks in.
Clan AC20--1 (weapon will be removed after PGI figures out alternate ammunition swap of LBX20)
Clan UAC20--1
Clan ER Medium Laser--6
Clan ER Large Laser--2
Clan Large Pulse Laser--2
Clan ERPPC--2
Clan LRM10/15/20--2
Clan SRM2--4
Clan SRM4/6--3
Clan SSRM2--4
ClanSSRM4--3
ClanSSRM6--4 (WTF?) It does have 7 second CD though.
As with IS, Clan Medium Pulse Lasers have no Ghost Heat. Time to save for that Nova.
Edited by Saber Avalon, 11 June 2014 - 09:34 AM.
#137
Posted 11 June 2014 - 09:51 AM
#138
Posted 11 June 2014 - 12:21 PM
Now, to find a way out of work...
#139
Posted 11 June 2014 - 12:46 PM
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