

Clan Weapons, 2 Weeks To Go And Still Many Questions
#21
Posted 06 June 2014 - 01:45 AM
We already know how Omnimechs will work. You could copypaste the IS damage values on clan gear and it'd still be better because of the weight savings and crit slot efficiency.
#22
Posted 06 June 2014 - 07:05 AM
Saber Avalon, on 05 June 2014 - 09:15 AM, said:
Russ stated the clan patch is in testing lockdown, so no more changes till release. They know.
That is not correct. The testing lockdown is for new features/enhancements. During this 2 week time the only changes that get added are issues discovered by the testers. So it could be conceivable that they are tweaking stats as well as bug fixing any new mechanics that were added.
#23
Posted 06 June 2014 - 07:42 AM
#24
Posted 06 June 2014 - 07:46 AM
DEMAX51, on 06 June 2014 - 07:42 AM, said:
Edited by KelesK, 06 June 2014 - 07:46 AM.
#25
Posted 07 June 2014 - 04:38 PM
I am waiting to see more details before throwing a few hundreds dollards blindly. No purchase before I can play around a mech on smurphy

I guess this will be too late for this offer and will wait the next one.
Edited by Gaulwa, 07 June 2014 - 04:41 PM.
#26
Posted 10 June 2014 - 10:27 PM
However the initial description of the Targeting Computer really sounds too good to be true. What we lack in being able to single out parts of mechs for destruction, we gain in significant increases in critical chance. So while it may take us longer to blast through armor, when we do we should be able to more quickly take down the freebirth. I can't see how PGI will release targeting computers with these stats and truthfully I expect to wind up around 1% increased critical chance and 5% faster target info for type I and 7% increased critical and 12% faster info for type VII. But as is, I will definitely be making room on almost all of my Omnimechs for Targeting computers.
#27
Posted 11 June 2014 - 01:47 AM
Moenrg, on 10 June 2014 - 10:27 PM, said:
However the initial description of the Targeting Computer really sounds too good to be true. What we lack in being able to single out parts of mechs for destruction, we gain in significant increases in critical chance. So while it may take us longer to blast through armor, when we do we should be able to more quickly take down the freebirth. I can't see how PGI will release targeting computers with these stats and truthfully I expect to wind up around 1% increased critical chance and 5% faster target info for type I and 7% increased critical and 12% faster info for type VII. But as is, I will definitely be making room on almost all of my Omnimechs for Targeting computers.
yes at last Mark 1 is a joke, 1ton 1 slot for all that buff I get. WOAHHHH, silly not going with a Mark 1 at least. On better mechs, pulse lasers + range for a new kind of more pinpoint like gameplay. Much fun to eb announced here ^^. Clanmechs will still be elss customieable, but they do indeed still sound like a lot of fun.
On the other sid,e because of those s lot DHS, Clanmechs will be totally overstuffed with components. Loads of bounty C-bills for the freebirth's to salvage.
Edited by Lily from animove, 11 June 2014 - 01:57 AM.
#28
Posted 11 June 2014 - 07:15 AM
Edit.
Deleting the highlights as Niko has pulled the XML thread. Since they do not want us to see this, I will pull my highlights from here.
Edited by Pariah Devalis, 11 June 2014 - 08:23 AM.
#29
Posted 11 June 2014 - 07:29 AM
#30
Posted 11 June 2014 - 07:38 AM
#31
Posted 11 June 2014 - 07:48 AM
Pariah Devalis, on 11 June 2014 - 07:15 AM, said:
Wow...the medium pulse will take longer to fire than a standard medium. The more I hear about the Clan weapons, the more convinced I am that Clan v. Clan matches will be amazing. Clan v. IS...well, we will see. Anyways, it looks to be great fun in 6 days!
Edited by 101011, 11 June 2014 - 08:27 AM.
#32
Posted 11 June 2014 - 07:56 AM
Pariah Devalis, on 11 June 2014 - 07:15 AM, said:
Good sweet lord what great work, more highlights:
Clan LBX rounds have double the speed (roughly) of AC rounds (UAC rounds are the same as AC's) and maintain 3xrange.
ERSL have no Ghost heat
ERML have Ghost heat @ 7
ERLL have Ghost heat @ 3
Small pulse is worthless (3.4 damage for 2.4 heat while ERSL have 5 damage for 2 heat - both have same range)
M Pulse has same stats as ERML (so not worth the weight)
L Pulse is slightly better than ERLL (11.8 for 8)
UAC-2's have no Ghost heat, nor do Clan AC-2's
UAC-5's have no Ghost Heat, nor do Clan AC-5's
UAC-10's have Ghost heat @ 3, but Clan AC-10's have none
UAC-20's have Ghost heat @ 2, as do Clan AC-20's (which is worst than freebirth heat penalty)
#33
Posted 11 June 2014 - 08:16 AM
Moenrg, on 11 June 2014 - 07:56 AM, said:
Good sweet lord what great work, more highlights:
Clan LBX rounds have double the speed (roughly) of AC rounds (UAC rounds are the same as AC's) and maintain 3xrange.
ERSL have no Ghost heat
ERML have Ghost heat @ 7
ERLL have Ghost heat @ 3
Small pulse is worthless (3.4 damage for 2.4 heat while ERSL have 5 damage for 2 heat - both have same range)
M Pulse has same stats as ERML (so not worth the weight)
L Pulse is slightly better than ERLL (11.8 for 8)
beware the beam durations,
ERLL have 1,5 secs, and LPL 1,3.
ERML have 1,3 and MPL 1,1
So CLan Pulselasers are kinda better IS regular lasers. in terms of heat/damage and range. Not thaaaat bad compared to IS tech. But quite bad compared to their regular Clan Version. But those clan Versions come with a very biig beam duration.
#34
Posted 11 June 2014 - 08:20 AM
#35
Posted 11 June 2014 - 08:23 AM
Pariah Devalis, on 11 June 2014 - 07:15 AM, said:
Thanks for posting that, although TOC breach?

Edited by FireSlade, 11 June 2014 - 08:28 AM.
#36
Posted 11 June 2014 - 08:24 AM
FireSlade, on 11 June 2014 - 08:23 AM, said:

They said it does 10 and 2.5 to two adjacent sections. Hits to the arm or leg results in the loss of 2.5 damage, apparently.
Also, I pulled my "highlights" as it seems Niko just removed the XML thread. I request you remove my highlights in the quote, as well. XD
Edit: Thanks you two.
Edited by Pariah Devalis, 11 June 2014 - 08:29 AM.
#37
Posted 11 June 2014 - 08:31 AM
Pariah Devalis, on 11 June 2014 - 08:24 AM, said:
They said it does 10 and 2.5 to two adjacent sections. Hits to the arm or leg results in the loss of 2.5 damage, apparently.
Also, I pulled my "highlights" as it seems Niko just removed the XML thread. I request you remove my highlights in the quote, as well. XD
Just did. I can live with the 15 total and some splash, I was just worried about the less than 15 damage but still dealing with 15 heat on a mech with no backups unless you run the C Config.
#38
Posted 11 June 2014 - 08:34 AM
Edited by Pariah Devalis, 11 June 2014 - 08:34 AM.
#39
Posted 11 June 2014 - 08:42 AM
Pariah Devalis, on 11 June 2014 - 08:34 AM, said:
From the sounds of it that targeting comp. might be worth the SSRMs for the Pulse Lasers and PPC speed boost. I was thinking of running a modified A Config on one of my Timber Wolfs (2 CERPPCs, 2 SSRM6s, a couple of ERSLs and lots of DHS, possibly JJs if I can fit them).
#40
Posted 11 June 2014 - 08:44 AM
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