Urbie Lovers (Not So) Anonymous: Who Bought Them? Who Is Planning On It?
#561
Posted 23 January 2015 - 06:46 PM
#562
Posted 23 January 2015 - 06:59 PM
#563
Posted 23 January 2015 - 07:05 PM
Wintersdark, on 23 January 2015 - 06:05 PM, said:
If they have a 'fast' engine cap, slow urbie lovers can still go slow, fast urbie lovers can go 'fast'.
If its got a low engine cap, only slow urbie fans are happy, and the mech quite likely doesn't get made.
There's a LOT of posts from people wanting roughly slow-clan-light speeds (180-200 range), so that's a big bunch.
Without them (us) you probably wouldn't see an Urbie happen at all.
All because you don't want *other people* to enjoy their Urbies wrong.
Very possibly true as well. I'm more suggesting that anyone claiming to know the silent majority is at best guessing than that I'm necessarily right.
That said, there is no wrong way for a bunch of people around a table to run their game as long as everyone is in consensus as to how things work and having some variation of "fun.". There is however a wrong way when it's a tournament for lots of different players who only have a given rulebook and preset guidelines in common. And there most certainly is a wrong way when the game involves a much larger number of players and a historical way of doing things (relative speeds and hardpoints to retain the character of mech designs in this case) and the game has been sold to them on the basis of certain promises, both explicit and implicit. PGI has been good at some of those promises (mech designs so far) and bad at others (cough, 3PV, cough) to their benefit and their detriment.
I don't think a fast Urby by itself is a a game killer, but it's piece of the equation that get added to things like ghost heat, 3PV, wonky game mechanics (3-4x offense to 2x defense) that were previously very good reasons for me to not spend more of my money here, and eventually take a long break. Mech quirks, more cool looking mechs, the shell of CW, and specifically the Urbanmech are part of why I came back (not sure if IGP being gone is a plus or not yet). I might be just an anomaly, but I'm the only person out of ~30 I knew more or less personally who are still playing this game. I really miss playing this game with them, I'd love to recommend they give it another try (and I have told a couple people). The Urby isn't going to stop this, but it's going to influence it. Like most of you, I wanted this game to be a much bigger success, but my experience is that I'm the only one left. Hopefully, for the rest of you and for PGI, I really am an anomaly, but I strongly suspect I'm not.*
#564
Posted 23 January 2015 - 07:09 PM
#565
Posted 23 January 2015 - 07:38 PM
#566
Posted 23 January 2015 - 09:22 PM
Gotta keep them costs down somewhere.
Edited by Frosty Brand, 23 January 2015 - 09:21 PM.
#567
Posted 23 January 2015 - 10:30 PM
#568
Posted 24 January 2015 - 09:18 AM
#569
Posted 24 January 2015 - 10:07 AM
#574
Posted 25 January 2015 - 09:46 AM
#576
Posted 25 January 2015 - 12:45 PM
#577
Posted 25 January 2015 - 05:36 PM
Cwiss, on 20 January 2015 - 11:29 AM, said:
X...terrrr...min...ate
Heh, one of my merc corp buddies pointed it out. I have allready made plans for my PPC Dalek Urbie.
#578
Posted 25 January 2015 - 05:39 PM
#579
Posted 25 January 2015 - 05:52 PM
FupDup, on 25 January 2015 - 09:46 AM, said:
I'm personally hoping for at least 190. Three forced heatsinks is enough for me. If it gets stuck below 180, that puts it below Kitfox/Adder levels and immediately sends it to the junk heap.
Edited by Greenjulius, 25 January 2015 - 05:53 PM.
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