Dev Vlog #6
#361
Posted 23 July 2014 - 04:24 AM
#362
Posted 23 July 2014 - 04:34 AM
#363
Posted 23 July 2014 - 07:22 AM
IraqiWalker, on 22 July 2014 - 10:16 PM, said:
EVERY engagement begins as a duel for a Clan warrior, until zelbrigen is broken by one side or the other. While they have artillery and aerospace support, they are considered second-line forces and would rarely be used, and never unless it was part of the original batchall. Even resorting to using front-line reinforcements is considered a loss of honor.
I am not going to get into the Jihad, as it is a LONG time in the future and zelbrigen has essentially been scrapped by that point. A lot happens before those "rules" come into play.
Reno Blade, on 23 July 2014 - 01:30 AM, said:
I saw others suggesting the opposite: only light/med mechs could use strikes.
I'm not sure if that would be the right way to go about it.
I think they are useable too often still. Bit more cooldown couldbe needed.
Imho there should just be more options to bring.
Smoke screen, Chaff, maybe placeable seismic/heat decoys, placeable seismic sensor towers, inferno (napalm) strikes, and so on.
More equal choices means less airstrikes (if they are all equally useful).
Any IS mech can equip a CC, and any Clan mech can equip a CTC. It has no restriction other than tonnage/crit. This would allow any mech that wants to use it the ability to do so, while making the CC/CTC actually mean something important instead of just some % buffs.
I do agree about options though, and hopefully PGI will start releasing those like they said they would...
#364
Posted 23 July 2014 - 08:14 AM
Cimarb, on 23 July 2014 - 07:22 AM, said:
I do agree about options though, and hopefully PGI will start releasing those like they said they would...
I believe they restricted CCs to heavies and assaults only now.
#367
Posted 23 July 2014 - 11:44 AM
IraqiWalker, on 23 July 2014 - 11:41 AM, said:
I'm trying to rummage through the forum topics to find where I believe it was mentioned (could be Dev Vlog#5 vid?)
Still checking.
Well, originally the Command Console was actually a second cockpit, so in TT rules it was restricted to heavier mechs, but this is not the same thing in MWO. Just same name.
#368
Posted 23 July 2014 - 11:51 AM
Cimarb, on 23 July 2014 - 11:44 AM, said:
Yeah, gonna log into the game to see if I can slap it into a light mech or not.
EDIT: Just checked in the game. Lights cannot equip Command Consoles. In fact, they don't show up in the Head loadout section. It does show up for heavies though.
Edited by IraqiWalker, 23 July 2014 - 11:58 AM.
#369
Posted 23 July 2014 - 12:44 PM
IraqiWalker, on 23 July 2014 - 11:51 AM, said:
EDIT: Just checked in the game. Lights cannot equip Command Consoles. In fact, they don't show up in the Head loadout section. It does show up for heavies though.
Wow, very interesting. Mediums? First I have heard of it...
#370
Posted 23 July 2014 - 01:04 PM
Cimarb, on 23 July 2014 - 12:44 PM, said:
Patchnotes here:
http://mwomercs.com/...02-02-jul-2014/
- Command Console
- Inner Sphere Heavy and Assault 'Mechs only
- Equippable in the Head component
- Weight: 3 Tons
- Slot: 1 Slot
- Zoom distance increases by 12.0%
- Sensor range increases by 6.0%
- Time to gather target info decreases by 42.5%
- Weight: 3 Tons
- Inner Sphere Heavy and Assault 'Mechs only
#371
Posted 23 July 2014 - 05:08 PM
Reno Blade, on 23 July 2014 - 01:04 PM, said:
Patchnotes here:
http://mwomercs.com/...02-02-jul-2014/
- Command Console
- Inner Sphere Heavy and Assault 'Mechs only
- Equippable in the Head component
- Weight: 3 Tons
- Slot: 1 Slot
- Zoom distance increases by 12.0%
- Sensor range increases by 6.0%
- Time to gather target info decreases by 42.5%
- Weight: 3 Tons
- Inner Sphere Heavy and Assault 'Mechs only
Like people actually read patch notes....pssssshah...
Interesting, though. Thanks for the confirmation.
#372
Posted 24 July 2014 - 02:04 PM
How about a truly 'Alien Planet' map. Such as a plain with batches of thick trees and small lakes. On this plain are a batch of alien ziggurats, separate like mesas. They are ruins but mechs can climb up the ramped terraces to different levels and maybe have a flat top with buildings and plants on which mechs can fight. Interior levels here and there for close in 'dungeon' fighting like under the Hypercom buildings.
How about a pre-launch selection of maps so we can determine WHICH MAPS AND WHICH MECH TYPE we want to use, especially in groups. Or at least allow us to know which map we will be playing on before we select our mech.
#373
Posted 24 July 2014 - 02:30 PM
#374
Posted 25 July 2014 - 01:17 PM
and my favorite topic...maps!!! Ahhh yes maps, , now i'm no artist but i'll gladly help out, so will many others, but i think what you guys can also do is refer to the books for unique maps... come on, there are plenty of locations i wouldn't mind seeing come to life, i cant be the only one who thinks so!
#375
Posted 28 July 2014 - 03:08 PM
#380
Posted 29 July 2014 - 04:17 PM
Cimarb, on 29 July 2014 - 03:56 PM, said:
Yes, I figured as much. It would be interesting to have ECM pods like that, but I would rather instead we got ECM field Consumables. Much like Arty and Air strike. You point at a location, and drop them down. last about 30 seconds or so.
I would love to use them in flanking maneuvers to keep my lance hidden, though I guess in a way, they would make any mech "ECM capable" even if it's for 30 seconds.
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