#121
Posted 02 June 2014 - 03:13 PM
#122
Posted 02 June 2014 - 03:17 PM
#123
Posted 02 June 2014 - 03:19 PM
#124
Posted 02 June 2014 - 03:31 PM
zazz0000, on 02 June 2014 - 03:17 PM, said:
because with PGIs history of nerfing and breaking all the wrong things, while I like the ideas in theory, I am waiting to see what they manage to break in practice, along the way.
Plus the BJ is "new" content, not fixes that we should have been made long ago. I don't give the waitress a tip for remembering to finally bring that drink I ordered an hour ago. They start doing things proactively, and with consistency, then I will give them a cookie.
#125
Posted 02 June 2014 - 03:34 PM
Also, 6 machine gun Blackjack? I sense a miniaturized version of my Jager-DD coming to my mech bay.
#126
Posted 02 June 2014 - 03:37 PM
I know I'm pretty stoked about the above buffs...
#127
Posted 02 June 2014 - 03:40 PM
zazz0000, on 02 June 2014 - 03:37 PM, said:
I know I'm pretty stoked about the above buffs...
I'm hoping to be.
We will see tomorrow. I already gave Russ a twitter "attaboy" a few days ago for the attempt. Will hold off on the rest till after the execution.
Also? Did we mention, Ghetto-PhoenixHawktm available in Mechlab tomorrow?
Edited by Bishop Steiner, 02 June 2014 - 03:41 PM.
#128
Posted 02 June 2014 - 03:40 PM
#129
Posted 02 June 2014 - 03:44 PM
#130
Posted 02 June 2014 - 03:44 PM
Kharax, on 02 June 2014 - 03:40 PM, said:
I would settle for proper weapon scaling passes, but I don't answer to a publisher demanding more ways to monetize, and lacking the foresight to see that better build Q&A would ensure more money long term, a long term feeling endangered by short sighted decisions.
#131
Posted 02 June 2014 - 03:53 PM
TygerLily, on 02 June 2014 - 11:31 AM, said:
Hardpoints:
Left Arm: 3 Ballistic
Left Torso: 1 Energy, 1 AMS
Center Torso: 1 Energy
Right Torso: 1 Energy
Right Arm: 3 Ballistic
Jump Jets: 4
WHY?!?!?
Why did the wonderful Hero Spider idea get put on the Blackjack?!?!?
The Humaity!!!
Edited by Merchant, 02 June 2014 - 03:53 PM.
#132
Posted 02 June 2014 - 03:54 PM
zazz0000, on 02 June 2014 - 03:17 PM, said:
Aw Yiss...SRM damage buff....by a whole MG bullet and a half...
Well that's underwhelming, seeing as they should be at 3 damage :
http://www.sarna.net...d-Fire_Missiles
#133
Posted 02 June 2014 - 03:58 PM
Mcgral18, on 02 June 2014 - 03:54 PM, said:
Aw Yiss...SRM damage buff....by a whole MG bullet and a half...
Well that's underwhelming, seeing as they should be at 3 damage :
http://www.sarna.net...d-Fire_Missiles
Meh. SRMs have been deadfire in MW for quite some time, and TBH, I think it better that way. Even with dodgy hit registry and 2 damage, I find breaking 1000 in my 4x aSRM4 Orion not too difficult a chore. Yes 300 of that is usually from my ac10 also, but a damage boost in said scenario from 700 to 875 is hardly anything to sneeze at.
More to point, I still feel SSRMs should do 2 damage, instead of 2.5 to comp for their auto seeking properties.
#134
Posted 02 June 2014 - 04:08 PM
Bishop Steiner, on 02 June 2014 - 03:58 PM, said:
More to point, I still feel SSRMs should do 2 damage, instead of 2.5 to comp for their auto seeking properties.
I'm not sure how long ago that the Streaks change was made (it was soon after the Streak targeting change, so probably 7+ months ago) and at the time, 1.5 damage was woefully way too low.
Not to say that Streaks don't need a nerf (because it is anti-light primarily), but not much has been said about Streaks outside of anti-Light mech discussions.
I'm just basing it on the context of what you're saying... and that I'd rather have Streak aiming reworked similar to what Koniving had suggested... going back to the older version in open beta.
But... that's just asking too much I guess.
Edited by Deathlike, 02 June 2014 - 04:09 PM.
#135
Posted 02 June 2014 - 04:09 PM
zazz0000, on 02 June 2014 - 03:17 PM, said:
It's because a lot of us realize the weapon changes won't actually make a meaningful difference to the way the game is currently played.
There are some major underlying game issues.
Maybe if they upped SRM damage to 3, I'd get excited. But 2.15? Nope.
#136
Posted 02 June 2014 - 04:12 PM
12 Trial mechs?
I dont think I can handle that on my mech bay
Please PLEASE sort out the filter option I dont want to see 12 mechs in my mechbay that I will prob drive once or zero times...
Edited by MonkeyCheese, 02 June 2014 - 04:18 PM.
#137
Posted 02 June 2014 - 04:24 PM
MonkeyCheese, on 02 June 2014 - 04:12 PM, said:
12 Trial mechs?
I dont think I can handle that on my mech bay
Please PLEASE sort out the filter option I dont want to see 12 mechs in my mechbay that I will prob drive once or zero times...
It better happen, because if they're trying to fill my initial mechbay screen with 12 trial mechs, this hero mech production acceleration is big hint of things to come... and nothing of positive note.
#138
Posted 02 June 2014 - 04:35 PM
Deathlike, on 02 June 2014 - 04:24 PM, said:
It better happen, because if they're trying to fill my initial mechbay screen with 12 trial mechs, this hero mech production acceleration is big hint of things to come... and nothing of positive note.
I feel for the people who own mechbays filled with only heavies and assaults who will have to look under all the light/med/heavy trials every time...
#139
Posted 02 June 2014 - 04:43 PM
#140
Posted 02 June 2014 - 04:48 PM
Nicholas Carlyle, on 02 June 2014 - 04:09 PM, said:
It's because a lot of us realize the weapon changes won't actually make a meaningful difference to the way the game is currently played.
There are some major underlying game issues.
Maybe if they upped SRM damage to 3, I'd get excited. But 2.15? Nope.
They're also tightening up the pattern, especially on the smaller launchers. By a pretty meaningful amount too, far as I see it. ASRM-4 will probably be able to focus on like 2 torso sections (I hope)
Edited by zazz0000, 02 June 2014 - 04:48 PM.
52 user(s) are reading this topic
0 members, 52 guests, 0 anonymous users