#1
Posted 06 November 2014 - 06:28 PM
That's why:
#2
Posted 06 November 2014 - 06:54 PM
#3
Posted 06 November 2014 - 06:59 PM
#4
Posted 06 November 2014 - 07:00 PM
It was like 100 Crack Fist with SRMs.
Glorious.
#5
Posted 06 November 2014 - 07:16 PM
Honestly though.. these are the types of stats that I typically averaged in a Huginn before Quirks, when the Huginn was supposed to be worthless(the only exception is post MG 'fix' where MG's were made worthless tonnage again).
Edited by Foxfire, 06 November 2014 - 07:19 PM.
#6
Posted 06 November 2014 - 07:43 PM
Edited by Narcissistic, 06 November 2014 - 07:44 PM.
#7
Posted 06 November 2014 - 07:47 PM
Narcissistic, on 06 November 2014 - 07:43 PM, said:
The Huginn, IMO, was never really a 'bad mech'... but it was a mech that was typically horrid(in most cases) in the early phases of the game, became good mid-game, and an absolute killer late game.
*edits to add*
To make sure, this is pre-quirk pass. Now it is a beast.
Edited by Foxfire, 06 November 2014 - 07:48 PM.
#8
Posted 06 November 2014 - 07:49 PM
#9
Posted 06 November 2014 - 07:52 PM
But yea after the quirk pass its pretty scary. Never leave your whales behind.
#10
Posted 06 November 2014 - 07:52 PM
#12
Posted 06 November 2014 - 07:59 PM
I'm loving the changes. I may actually use this thing now.
#13
Posted 06 November 2014 - 08:01 PM
#15
Posted 06 November 2014 - 08:04 PM
Greenjulius, on 06 November 2014 - 07:59 PM, said:
I'm loving the changes. I may actually use this thing now.
To me, this is an issue.
MG's need to be effective as well. I honestly don't see how these bonuses don't get reduce on Quirk Pass round 2.. and my fear is that this issue will mask the need to address MG effectiveness.. if not in general, than specifically for this mech. MG range increase is laughable.
#16
Posted 06 November 2014 - 08:07 PM
Narcissistic, on 06 November 2014 - 07:43 PM, said:
Gone for DWF in that match, but there was a Timber Wolf hanging around and BAM, ammo explosion.
One can't win everytime.
#17
Posted 06 November 2014 - 08:09 PM
Foxfire, on 06 November 2014 - 08:04 PM, said:
To me, this is an issue.
MG's need to be effective as well. I honestly don't see how these bonuses don't get reduce on Quirk Pass round 2.. and my fear is that this issue will mask the need to address MG effectiveness.. if not in general, than specifically for this mech. MG range increase is laughable.
Yet a million forum goers claim that MGs are great. I have never seen someone play impressively with MGs. They can do some damage in a 6x config, but 4x are laughable and are the reason people ignore the Huginn.
When they lowered damage on the Huginn after they "found an issue" with it, that made the mech drop 100 damage a round from my usual average.
Edited by Greenjulius, 06 November 2014 - 08:10 PM.
#18
Posted 06 November 2014 - 08:11 PM
Greenjulius, on 06 November 2014 - 08:09 PM, said:
Actually 4 are decent. Anything below that is pretty much useless. The trial spider with 4 machine guns and 1 er large laser can rip people up before they can retaliate if they have no armor on.
#19
Posted 06 November 2014 - 08:12 PM
For some reason, though, they decided that all they feel like quirking about MGs is range. Trollolololololololololololloll.
Edited by FupDup, 06 November 2014 - 08:12 PM.
#20
Posted 06 November 2014 - 08:14 PM
Greenjulius, on 06 November 2014 - 08:09 PM, said:
When they lowered damage on the Huginn after they "found an issue" with it, that made the mech drop 100 damage a round from my usual average.
My average dropped ~200. I went from averaging 400-650 to averaging 250-450 a match with the mech.
Brody319, on 06 November 2014 - 08:11 PM, said:
Actually 4 are decent. Anything below that is pretty much useless. The trial spider with 4 machine guns and 1 er large laser can rip people up before they can retaliate if they have no armor on.
A significant part of that has to do with 1 large laser. Take a mech that can equip 4 MG's, burn off the armor on a mech and see how long it takes you to actually burn through the internals. It takes a significant amount of time and ammo with MG's themselves( the one area where they are supposed to excel in).
I don't pilot anything that can equip more than 4 MG's, so I don't know abut things like the Arrow and such... but I know that 4 MG's took a significant hit with the damage reduction that they did.
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