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Srm Update - Feedback


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#101 Valdemaar

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Posted 07 June 2014 - 10:45 AM

This is a good day. This is the kind of news that actually makes me want to spend money on this game. +1 for your Russ!

#102 Mad Dog Morgan

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Posted 07 June 2014 - 10:47 AM

WOO! Brawling!

#103 Kmieciu

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Posted 07 June 2014 - 11:20 AM

I wonder how will the clan SRM work in comparison with the IS SRM? Will they work the same, but the clan version will get double the recycle time because they are 2 times lighter?

#104 ShadowWolf Kell

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Posted 07 June 2014 - 11:33 AM

View Postvipershark0, on 07 June 2014 - 07:19 AM, said:

and thusly, the Clanners were driven back by an unending wave of splatcats, the IS was saved, and all was good.


Anything a SplatCat can do, a SplatWolf can do better. Nice try though. :P

#105 focuspark

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Posted 07 June 2014 - 11:38 AM

I for one welcome the return of our splat 'cat overlords. :P

#106 Bagheera

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Posted 07 June 2014 - 11:39 AM

Hmm, guess I'll be seeing you folks later in June. :P

#107 focuspark

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Posted 07 June 2014 - 11:39 AM

View PostKmieciu, on 07 June 2014 - 11:20 AM, said:

I wonder how will the clan SRM work in comparison with the IS SRM? Will they work the same, but the clan version will get double the recycle time because they are 2 times lighter?

I believe they stated that Clan missiles will stream (instead of bunch) making them more prone to AMS fire. Very similar to how IS missile hard-points with a single tube operate.

#108 NRP

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Posted 07 June 2014 - 11:47 AM

View Postfocuspark, on 07 June 2014 - 11:38 AM, said:

I for one welcome the return of our splat 'cat overlords. :P

Mutually assured destruction always is the best policy in the end.

I say, "Bring it on!"

#109 XtremWarrior

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Posted 07 June 2014 - 11:59 AM

:D Oups, my bad, i thought i was on MWO's forums, you know, the ones with rage and flame.
Obviously Chrome get me lost.

Is this Star Citizen? :P

Edited by XtremWarrior, 07 June 2014 - 11:59 AM.


#110 maxmarechal

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Posted 07 June 2014 - 12:23 PM

yeepee...brawlers are back
good job PGI
get a raise on the salary for those fixing that SRM bug

#111 Mister Blastman

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Posted 07 June 2014 - 12:44 PM

SRMs will still need further buffs after this fix!

#112 ShadowWolf Kell

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Posted 07 June 2014 - 01:01 PM

View PostMister Blastman, on 07 June 2014 - 12:44 PM, said:

SRMs will still need further buffs after this fix!


True but at least they'll work CONSISTANTLY which is a big plus in my book.

#113 Void Angel

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Posted 07 June 2014 - 01:23 PM

Finally! And I'll be smack in the middle of annual training - just my luck. :P

#114 TamerSA

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Posted 07 June 2014 - 01:25 PM

Holding thumbs for this one to go out without a hitch.... My splatcat Stalker has been gathering dust :P

#115 SgtMagor

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Posted 07 June 2014 - 02:26 PM

yey, good news, my mechs will be very happy :P

#116 Agent 0 Fortune

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Posted 07 June 2014 - 02:27 PM

Kudos to all involved.

#117 Maelan

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Posted 07 June 2014 - 02:30 PM

I approve, I just don't post.

Oh wait, I just posted.

Maelan

#118 Jon Gotham

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Posted 07 June 2014 - 02:40 PM

View PostStaggerCheck, on 06 June 2014 - 11:13 PM, said:

Make sure you adjust the damage value accordingly, because you buffed it in the interim. Would hate for the dreaded SRarmageddon to manifest on Clan release day.

I'd prefer that to lrmaggeddon. At least people would have to take more risks to shoot at you.

#119 Mcgral18

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Posted 07 June 2014 - 02:49 PM

Let's not forget that SRMs should actually be doing 3 damage.

http://www.sarna.net...d-Fire_Missiles

When you remove their guidance, you can fit extra payload into those missiles.

#120 Butane9000

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Posted 07 June 2014 - 06:32 PM

Posted Image





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