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Huginn And The Ultra Srm4 Quirk

Metagame Gameplay

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#21 Davegt27

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Posted 06 November 2014 - 08:24 PM

the MG the real OP weapon in MWO

#22 Whitewolf95

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Posted 06 November 2014 - 08:25 PM

Will have to try out my Huggin again lol

#23 PurpleNinja

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Posted 06 November 2014 - 08:33 PM

View PostElkfire, on 06 November 2014 - 08:01 PM, said:

How did you manage to find so many people who ignore it when they start getting shot in the back repeatedly?

View PostBrody319, on 06 November 2014 - 08:02 PM, said:

pugs


PUG life choose me. :D

#24 Mechwarrior Buddah

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Posted 06 November 2014 - 08:34 PM

Ultra SRM4?

er what?

#25 MoonUnitBeta

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Posted 06 November 2014 - 08:35 PM

View PostMechwarrior Buddah, on 06 November 2014 - 08:34 PM, said:

Ultra SRM4?

er what?

U-SRM4.
In a Huginn near you.

#26 Greenjulius

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Posted 06 November 2014 - 08:37 PM

I can only imagine the screen shake from constant SRM barrages is annoying as it gets. I watch assaults freeze up and explode when I start hitting them, with only very good players able to drive me away. One on one this thing is finally competitive.

Edited by Greenjulius, 06 November 2014 - 08:37 PM.


#27 Mechwarrior Buddah

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Posted 06 November 2014 - 08:37 PM

View PostPurpleNinja, on 06 November 2014 - 08:33 PM, said:

PUG life choose me. :D


Posted Image

#28 SaltBeef

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Posted 06 November 2014 - 08:48 PM

I am sure the Oxide now has the gatling srm 4's also! My Adder with 4 streak 4's artemis and Bap does not fire that fast is a joke.
And if it did it would get clobbered with Ghost heat.




Pug warning I have the oxide and the huggin.

Edited by SaltBeef, 06 November 2014 - 08:52 PM.


#29 Foxfire

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Posted 06 November 2014 - 08:49 PM

Streaks, by their nature, fire slower anyways.

#30 PurpleNinja

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Posted 06 November 2014 - 08:50 PM

View PostMechwarrior Buddah, on 06 November 2014 - 08:34 PM, said:

Ultra SRM4?

er what?

View PostMoonUnitBeta, on 06 November 2014 - 08:35 PM, said:

U-SRM4.
In a Huginn near you.


25% Missile Cooldown Quirk
25% SRM4 Cooldown Quirk
12% SRM4 Cooldown Module

I have no idea how the bonuses are applied, still it could be 1.62 multiplier without the jamming thing.

Poor left behind whales...

:P

#31 MoonUnitBeta

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Posted 06 November 2014 - 08:53 PM

View PostPurpleNinja, on 06 November 2014 - 08:50 PM, said:

25% Missile Cooldown Quirk
25% SRM4 Cooldown Quirk
12% SRM4 Cooldown Module

I have no idea how the bonuses are applied, still it could be 1.62 multiplier without the jamming thing.

Poor left behind whales...

:P

Yeah they all stack it's pretty nuts haha. When Russ answered a million questions asking if they stacked I was kinda hoping that he would say "no"...

IMHO modules shouldn't stack with quirk bonuses... because that's just nuts haha. Sure you spent the money on the modules, but you should use the modules to supplement weapons that you're mech is using that it doesn't have quirks for. Otherwise we're just quirk stacking and that's just quirky, what ever amount is the highest amount between the quirk and the module is the one it should use.

#32 Brody319

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Posted 06 November 2014 - 08:54 PM

View PostPurpleNinja, on 06 November 2014 - 08:50 PM, said:

25% Missile Cooldown Quirk
25% SRM4 Cooldown Quirk
12% SRM4 Cooldown Module

I have no idea how the bonuses are applied, still it could be 1.62 multiplier without the jamming thing.

Poor left behind whales...

:P


All are added together. you get a cool down of 62% on srm 4 missiles. 25%+25%+12%

#33 FupDup

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Posted 06 November 2014 - 08:55 PM

View PostBrody319, on 06 November 2014 - 08:54 PM, said:

All are added together. you get a cool down of 62% on srm 4 missiles. 25%+25%+12%

You get another 5% from the Fast Fire skill.

#34 Greenjulius

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Posted 06 November 2014 - 08:59 PM

Yeah, it actually fires so fast it has a tendency to overheat. I have to watch my firing speed lest I power down in an awkward situation.

#35 PurpleNinja

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Posted 06 November 2014 - 09:06 PM

View PostGreenjulius, on 06 November 2014 - 08:59 PM, said:

Yeah, it actually fires so fast it has a tendency to overheat. I have to watch my firing speed lest I power down in an awkward situation.

Only one thing is more satisfying than a powered down light, breaking the legs of a Spider. :lol:

#36 luxebo

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Posted 06 November 2014 - 09:10 PM

View PostElkfire, on 06 November 2014 - 08:01 PM, said:

How did you manage to find so many people who ignore it when they start getting shot in the back repeatedly?

They were trials.

#37 Mechwarrior Buddah

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Posted 06 November 2014 - 09:23 PM

View PostMoonUnitBeta, on 06 November 2014 - 08:53 PM, said:

Yeah they all stack it's pretty nuts haha. When Russ answered a million questions asking if they stacked I was kinda hoping that he would say "no"...

IMHO modules shouldn't stack with quirk bonuses... because that's just nuts haha. Sure you spent the money on the modules, but you should use the modules to supplement weapons that you're mech is using that it doesn't have quirks for. Otherwise we're just quirk stacking and that's just quirky, what ever amount is the highest amount between the quirk and the module is the one it should use.


hmmm ac2 cooldown + ac2 quirks on the S it should be a true machinegun now... Imagine the ghost heat though -.- imo ghost heat shouldnt trigger of the refire of the weapon

#38 Greenjulius

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Posted 06 November 2014 - 09:31 PM

After more rounds with this thing, I've decided it's still not overpowered. Even in stomps I rarely get over 550 damage. It's now squarely in the Tier 1-2 stage now however, and probably doesn't need buffs beyond a reason to use MGs again.

#39 Greenjulius

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Posted 06 November 2014 - 09:42 PM

It's definitely the most fun I've had in a light in... like a year. I will be really sad if they tone down it's quirks. It really needs them to pull out of the gutter after the MG nerf.

#40 Xtrekker

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Posted 06 November 2014 - 09:56 PM

View PostBrody319, on 06 November 2014 - 07:58 PM, said:

Just wanna say, traditional missiles would be absolute garbage in space. they don't have a shock wave or transfer heat very well because of the lack of air.


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