#21
Posted 15 July 2014 - 07:32 PM
Right after CW is totally finished and all the cash grab bundle deals are over.
No problem at all. Right on the priority list.
#22
Posted 15 July 2014 - 08:14 PM
divinedisclaimer, on 15 July 2014 - 07:26 PM, said:
What's to figure out? All they need to do is hire somebody with the right programming skills.
My rates are reasonable.
#24
Posted 15 July 2014 - 08:18 PM
Edit: Oh, and hand to hand combat. There is a reason why mechs have hands and the stories of Atlas' picking up and tearing apart lighter mechs is chilling.
Edited by Ted Wayz, 15 July 2014 - 08:20 PM.
#25
Posted 15 July 2014 - 08:21 PM
Ted Wayz, on 15 July 2014 - 08:18 PM, said:
If they don't come back at the same time it will be a really really long time before we see whichever one comes second, due to how PGI handles programming (without keeping future changes in mind, requiring a complete rework of EVERYTHING in order to get new stuff to function. Speaking of which, when is ammo type switching coming, and who wants to bet they end up doing 1/2 regular and 1/2 lbx ammo parcels of ammo?)
#28
Posted 15 July 2014 - 09:20 PM
#29
Posted 16 July 2014 - 01:50 AM
Ted Wayz, on 15 July 2014 - 08:18 PM, said:
Edit: Oh, and hand to hand combat. There is a reason why mechs have hands and the stories of Atlas' picking up and tearing apart lighter mechs is chilling.
I like Pacific Rim but let's not change this game into it....
#30
Posted 16 July 2014 - 02:21 AM

OP, just let that image sink in. Heavies and assaults already have enough advantages-don't you think?
Also you might not like the collision if a jenner hits your atlas's leg at 152kph and you were doing 50kph that's one third of your mass hitting your limb at 202kph. It'll probably tear your leg off.
Guys who pilot the big mechs-you can't have it all your own way.
#31
Posted 16 July 2014 - 02:39 AM
#32
Posted 16 July 2014 - 02:43 AM
#33
Posted 16 July 2014 - 02:43 AM
#34
Posted 16 July 2014 - 03:37 AM
Ted Wayz, on 15 July 2014 - 08:18 PM, said:

(Tech Manual, p. 40)
"Punching is trivial; click the punch mode switch, aim the crosshairs, and pull the punch trigger. Ditto for using clubs and hatchets."
There you go devs, BattleTech lore even provides you with implementation details!
Now make it so!
#35
Posted 16 July 2014 - 01:18 PM
FupDup, on 15 July 2014 - 02:56 PM, said:
Start up the game and hover your mouse over the "Play Now" button, and you'll see why the piece I snipped out is wrong.
But back on-topic, they were bad for the game.
No bumper cars with robot skins, please.
Are they coming back? They probably are at some point in time, but that doesn't change how broken they are/will be.
Why does this crap keep getting posted whenever there's any mention of bringing back knockdowns?
We get it, they didn't implement it properly when they introduced it. That doesn't mean they shouldn't come back.
#36
Posted 16 July 2014 - 02:34 PM
Hellen Wheels, on 15 July 2014 - 08:14 PM, said:
My rates are reasonable.
Then apply, I'm not kidding seriously they might hire you. I've seen post from them about looking for new coding staff. >http://piranhagames.com/
Edited by Ecrof, 16 July 2014 - 02:38 PM.
#37
Posted 16 July 2014 - 06:37 PM
Fierostetz, on 15 July 2014 - 05:33 PM, said:
If mech (a) is going 100kph directly towards mech (B ), and mech (B ) is headed toward mech (a) at 50 kph, the *combined speed* would be.... What? Want to take a whack at it? I put the word "combined" in my original post for a reason.
Light mechs that break the 150 mark
- locust (169 kph)
- commando (172 kph)
- spider (171 kph)
- raven (152 kph - don't remember if huginn's faster. Not at a computer)
- Jenner (152 kph)
I can make a list of mediums that'll break 100 if you need it.
Please read a post fully before you reply to it in a snarky manner.
3 mech stooges! Nyuk nyuk nyuk
you're not too bright it seems...
I didn't say those mechs can't achieve those speeds... I said how many people these days are running builds with those speeds.
News flash math boy.. most people are cramming in fire power into those mechs at the expense of speed. don't gotta be a genius to see that.
also the OP said Mediums that go 150+ not over 100... Considering you decided to skim over those points... I'll remain snarky X).
oh, and you smell.
X)
#38
Posted 16 July 2014 - 06:51 PM
ArmandTulsen, on 16 July 2014 - 01:18 PM, said:
We get it, they didn't implement it properly when they introduced it. That doesn't mean they shouldn't come back.
Apparently you don't get it at all.
The reason it was removed and won't come back is right there for you to see.
Aside from bad interactions with the netcode (sometimes you'd teleport while on the ground) it was just fine- and fun as hell.
#39
Posted 16 July 2014 - 08:35 PM
BaronBastardKiller, on 16 July 2014 - 06:37 PM, said:
you're not too bright it seems...
I didn't say those mechs can't achieve those speeds... I said how many people these days are running builds with those speeds.
News flash math boy.. most people are cramming in fire power into those mechs at the expense of speed. don't gotta be a genius to see that.
also the OP said Mediums that go 150+ not over 100... Considering you decided to skim over those points... I'll remain snarky X).
oh, and you smell.
X)
You still ignored the concept of closing speed, and anyone running an IS light at less than maybe 140 is doing it wrong.
#40
Posted 17 July 2014 - 12:51 AM
Aresye, on 15 July 2014 - 03:27 PM, said:
Picturing an entire team's worth of mechs all rolling down a ramp on Terra Therma because some Locust pug decided to stand behind them
Tumbling down the hill is still better than getting shot cause the people behind you didn't give you room to breathe.
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