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Warhorn And Module Details Released


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#141 Xarian

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Posted 10 June 2014 - 10:12 PM

I kinda like the warhorns. They sound cool. I also hope they put in the option to turn them off, because I'll definitely have "warhorn days" and "no-warhorn days"

#142 MonkeyCheese

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Posted 10 June 2014 - 10:12 PM

View PostShinVector, on 10 June 2014 - 09:45 PM, said:


It work still work accept one of them has an extra 15 tons to play with and less likely to die from 1 Alpha from Dual Gauss or AC20 ?

Actual reason is because the dual AMS implementation on the Firestarter S is Symetrical..
It just looks much cooler to have a CIWS on each shoulder. :huh:

True but the locust goes 170kph

Im hoping for the pods from the C variant kitfox so I can have 3 ams and ecm, I would definitely buy the AMS modules then.

#143 Kyynele

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Posted 10 June 2014 - 10:13 PM

Don't you have anyone proofreading these? It's not like there's much of text, and there are at least 3 typos in there. :huh:

#144 ImperialKnight

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Posted 10 June 2014 - 10:14 PM

more proof PGI has no idea what they're doing when it comes to mechanics. radar deprivation module is ********, everyone and their extended family will be packing it.

not only does it negate other modules, it negates an entire weapons system. LRMs. Anything they have done so far to balance LRMs goes completely out the window.

#145 smokefield

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Posted 10 June 2014 - 10:21 PM

i would like an customizable horn... so you can add your own beat or battlecry. problem is that it wil be abused and we will never get it.

#146 Runs With Scissors

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Posted 10 June 2014 - 10:28 PM

the warhorns make me wanna cry. They could have been so much better.

Also looking forward to ANOTHER hard counter for LRMs (cause the tournament showed they were clearly OP)

#147 PsyArkron

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Posted 10 June 2014 - 10:41 PM

So Warhorns are just what I expected them to be. Only surprise for me is that there are multiple types of them, I expected only one.

#148 Appogee

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Posted 10 June 2014 - 10:52 PM

View Postsmokefield, on 10 June 2014 - 10:21 PM, said:

i would like an customizable horn... so you can add your own beat or battlecry.
Then everybody's sound samples would have to be downloaded by everybody else ahead of a match, sucking out server bandwidth - never going to happen.

Warhorns should just be a Betty sample "target destroyed". These rejected dubstep samples have no place on the battlefield.


View Postknightsljx, on 10 June 2014 - 10:14 PM, said:

more proof PGI has no idea what they're doing when it comes to mechanics. radar deprivation module is ********, everyone and their extended family will be packing it.
The existing ability to magically retain target locks after a target has disappeared from line-of-sight is what is broken. It's a stupid implausible mechanic which should never have been in the game in the first place.


View PostKyynele, on 10 June 2014 - 10:13 PM, said:

Don't you have anyone proofreading these? It's not like there's much of text, and there are at least 3 typos in there. :huh:

That would take effort and pride of workmanship. Neither of these are PGI's hallmarks.

Edited by Appogee, 10 June 2014 - 11:01 PM.


#149 SuperBroHeroFella

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Posted 10 June 2014 - 10:52 PM

Those warhorns. Seriously. Here, that's my warhorn for you PGI. You could have done so much better.

http://www.sadtrombone.com/

#150 Tiamat of the Sea

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Posted 10 June 2014 - 10:53 PM

While I think this stuff is pretty cool, I have two big questions.

1: What is 'enchanced'? I don't think that's a word- at least not in English. Is that supposed to be 'Enhanced'?

2: Similar question regarding 'Preasure'. While this could theoretically be a misspelling of 'Pleasure', I think it's likely to be 'Pressure' instead..... right?


...beyond that, these sounds seem like they'll get annoying quick. Especially since the thing they contrast with- the Heavy Metal soundbite- is an actual clip of music and these are just.... blares. I can't think of why I would ever want one of those sounds to play every time I get a kill.

Edited by Quickdraw Crobat, 10 June 2014 - 10:56 PM.


#151 627

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Posted 10 June 2014 - 10:58 PM

Is there a warhorn with a Wilhelm Scream?

Edited by 627, 10 June 2014 - 10:58 PM.


#152 Lily from animove

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Posted 10 June 2014 - 11:17 PM

WTF, falldamage? aside from the already too crazy falldamage curve heavily penalising heavier mechs, this mod makes falldamage for lights a joke. Falldamage needs right now an overhaul before its even reimplemented as announced.

#153 xhrit

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Posted 10 June 2014 - 11:28 PM

SCREW WARHORNS, I'D PAY REAL MONEY TO HAVE BITCHING BETTEY SAY 'TARGET DESTROYED'.

#154 Motroid

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Posted 10 June 2014 - 11:42 PM

View Postxhrit, on 10 June 2014 - 11:28 PM, said:

SCREW WARHORNS, I'D PAY REAL MONEY TO HAVE BITCHING BETTEY SAY 'TARGET DESTROYED'.

This, so much this!
(although "enemy mech destroyed" would be better)

#155 TyrEol

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Posted 10 June 2014 - 11:43 PM

+1 for the option to turn off warhorn and heavy metal kill sounds from other players (and even myself if I ever get a metal), the heavy metal is already pretty anyoying at times, although they're less popular now than when they were released.

Playing with all sound off vs chorus of vuvzela's is not a choice I want to have to make, sort it out please.

#156 Evax

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Posted 10 June 2014 - 11:55 PM

Second worst allocation of resources since cockpit glass.

#157 Reptilizer

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Posted 10 June 2014 - 11:59 PM

Radar deprivation?

Seriously??

A module that outright breaks 2 others (360/target decay) nerfs the beagle probe down and is severely impacting gameplay information warfare wise as well as massively nerfing any lock-dependant weaponry all around.

Being followed by a streakmech? Just break LOS for 0,1 secs running round a house.
Poptarting and fearing LRM-locks? Do not worry, as soon as you drop back behind the ridge, the LURMs lose their lock anyway.

Power to the Poptarts!!!

#158 Garegaupa

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Posted 11 June 2014 - 12:06 AM

I think the modules are looking good so far - will be fun to see how they work out! :huh:

The warhorns, on the other hand, I'm not so sure about... If there is no "mute" function I can see those getting old rather quickly. But, we'll see how things turn out!

#159 Prawfutt

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Posted 11 June 2014 - 12:06 AM

A much better idea of different versions of warhorns...

Bitching Betty says "Enemy Mech Destroyed"
Sexy betty says "Target Neutralized"
Arnold type voice "Enemy Terminated"
many many many others that actually fit into the theme of the game.

Want to get really fancy?? Take one of those stupid "no signal" screens in my cockpit that is already blocking site and put a face to bitching betty, sexy betty, or arnold that pops up and actually says that. That way I do not have an ugly bargain bin yard sale craptastic speaker that has no logical reason whatsoever to hang in front of my face. And there is your fancy graphic to go along with the warhorn.

Edited by Prawfut Bludskin, 11 June 2014 - 12:07 AM.


#160 SWJesus

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Posted 11 June 2014 - 12:08 AM

Great....
instead of Sounds/thems that actually go with
FOCKING 100 TON MACHINES RIPPING EACH OTHER TO PIECES WITH LAZORZ N SHIAD,
we get these great "hellokittyonline.c0m" soundbites.
The gfx fall right in line with that...

Is MWO becomming the next Team Fortress....?!?!
will my Atlas be able to wear a fancy cowboy hat and some pink boots
in half a year ??
will there be an end to this downwards spiral of the MECHWARRIOR universe....?

oh dear god plz make it stop....

to add something positive... the shockabsorber seems to be actually something usefull, YAY.

now go all and buy some gold mechs..so these dear developers
can feel the proper ammount of pride they deserv..*gib cash gib cash gib cash*

Edit: Spechecking v 0.1 done

Edited by SWJesus, 11 June 2014 - 12:35 AM.






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