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Smurfy Has Clan Mechs Now!


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#1 ProtoformX

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Posted 16 June 2014 - 03:41 PM

Ohhh shiny.

Posted Image

#2 Creovex

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Posted 16 June 2014 - 03:43 PM

Thanks for the heads up bish!

#3 darkkterror

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Posted 16 June 2014 - 03:44 PM

Now if only I could transplant that directly into the game come Tuesday...

#4 Bishop Steiner

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Posted 16 June 2014 - 03:45 PM

View PostCreovex, on 16 June 2014 - 03:43 PM, said:

Thanks for the heads up bish!

That would be ProtoformX?

View PostProtoformX, on 16 June 2014 - 03:41 PM, said:

Ohhh shiny.

Posted Image

good find ProtoX!

#5 Mechteric

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Posted 16 June 2014 - 03:51 PM

woohoo!

#6 ProtoformX

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Posted 16 June 2014 - 03:52 PM

Man it's a bit buggy yet. Check out my pic- it has both dynamic and fixed armor/structure filling up double the slots. Also can't seem to get jump jets to become available on a variant once I pick a omnipod that can mount them.

#7 Chuck B

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Posted 16 June 2014 - 03:56 PM

Ya, its nice though they seem to have left out the extra arms of the Kitfox C.

Edit, the arms are there. They just don't show up on the general list of mechs. But you can switch to them once you start modifying a Kitfox. Though it does look like they missed showing that the Kitfox S has JJ's.

Edited by Chuck B, 16 June 2014 - 04:02 PM.


#8 Mechteric

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Posted 16 June 2014 - 03:57 PM

View PostProtoformX, on 16 June 2014 - 03:52 PM, said:

Man it's a bit buggy yet. Check out my pic- it has both dynamic and fixed armor/structure filling up double the slots. Also can't seem to get jump jets to become available on a variant once I pick a omnipod that can mount them.


yeah seems he's still implementing, it let me put an extra DHS in the stormcrow engine, but you can't do that in-game. Then after I added the extra one it wouldn't let me remove it.

#9 Marmon Rzohr

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Posted 16 June 2014 - 04:00 PM

Who is responsible for the smurfy mechlab ? I want to send them cookies :P

#10 Whaler

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Posted 16 June 2014 - 04:00 PM

Thanks for the Heads up. I am sure they will have the bugs worked out soon.

#11 Wolfways

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Posted 16 June 2014 - 04:03 PM

Timber Wolf Prime has 0 free slots?! How am i supposed to add ammo/heat sinks? :P

#12 Turboferret

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Posted 16 June 2014 - 04:05 PM

View PostMarmon Rzohr, on 16 June 2014 - 04:00 PM, said:

Who is responsible for the smurfy mechlab ? I want to send them cookies :P

Smurfy.

#13 darkkterror

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Posted 16 June 2014 - 04:07 PM

View PostWolfways, on 16 June 2014 - 04:03 PM, said:

Timber Wolf Prime has 0 free slots?! How am i supposed to add ammo/heat sinks? :P


By taking something off? :P

#14 Deathlike

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Posted 16 June 2014 - 04:08 PM

Worth donating to.

Imagine how much time and money you'd waste if you use UI 2.0's mechlab...

#15 Wolfways

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Posted 16 June 2014 - 04:09 PM

View Postdarkkterror, on 16 June 2014 - 04:07 PM, said:


By taking something off? :P

Not an option. I only use "almost stock" mechs. i.e. All my IS mechs have stock weapons and i add Endo (and change the engine if i have to) for more ammo/heat sinks.

#16 Bishop Steiner

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Posted 16 June 2014 - 04:11 PM

View PostProtoformX, on 16 June 2014 - 03:52 PM, said:

Man it's a bit buggy yet. Check out my pic- it has both dynamic and fixed armor/structure filling up double the slots. Also can't seem to get jump jets to become available on a variant once I pick a omnipod that can mount them.

Yeah, noticed quite a few bugs, like it would no tallow me to add DHS to my storm crows engine.

View PostWolfways, on 16 June 2014 - 04:09 PM, said:

Not an option. I only use "almost stock" mechs. i.e. All my IS mechs have stock weapons and i add Endo (and change the engine if i have to) for more ammo/heat sinks.

since the core was announced locked to begin with, how were you ever expecting to do so, then?

#17 Wolfways

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Posted 16 June 2014 - 04:15 PM

View PostBishop Steiner, on 16 June 2014 - 04:11 PM, said:

since the core was announced locked to begin with, how were you ever expecting to do so, then?

Drop armour to save weight. I didn't expect the Timber Wolf prime (the only current clan mech i've been looking forward to) to have 0 free slots.
Looks like i've been waiting over 2 and a half years for nothing...unless they add a stock mech queue :P

#18 ScarecrowES

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Posted 16 June 2014 - 04:17 PM

Of course, it's up, but none of it actually works. You can't use it to actually build loadouts or anything since it's not set up to use the clan build mechanics yet.

#19 Chuck B

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Posted 16 June 2014 - 04:18 PM

Um Im not sure if this is a Smurfy bug or PGI change, but shouldn't the Dire wolf B have all the UAC2's in the LT? having 2 in the RT and 2 in the LT makes it a bit more evil since you have more slots to work with.

#20 ProtoformX

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Posted 16 June 2014 - 04:19 PM

The 'Mechs that don't have Ferro or Endo seem to work fine for the most part. I just tried the Nova and Dire Wolf and was able to configure them with very few bugs. It seems like he's in process adding features. I love that he launched it on the live site so we could at least start using it.





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