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Whats Up With The Summoner?


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#241 IraqiWalker

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Posted 25 May 2015 - 09:11 PM

View PostWM Quicksilver, on 25 May 2015 - 08:51 PM, said:

No they don't....since both require different types of ammo to get the bonus....all Artemis/NARC does is boost your missile hit roll, not make sure all of them hit.

I should have been clearer. They get guidance, like streaks do in MWO.

There are no auto hits in TT. There are virtually unmissable hits. No real auto hits though.

#242 Deathlike

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Posted 26 May 2015 - 05:58 AM

View Postlordtzar, on 25 May 2015 - 08:42 PM, said:

Sean Lang uses the AL, is probably the reason.


One can only imagine.

#243 Anakha

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Posted 28 May 2015 - 11:10 AM

Hopefully we will see some more iterative quirks for the Summoner with the June patches. It has been like 2 months since they have done any.

#244 Mcgral18

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Posted 29 May 2015 - 10:21 AM

View PostAnakha, on 28 May 2015 - 11:10 AM, said:

Hopefully we will see some more iterative quirks for the Summoner with the June patches. It has been like 2 months since they have done any.


Supposedly the 16th for the next wave of patches. Don't know which mechs, of course.

#245 Joseph Mallan

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Posted 29 May 2015 - 10:23 AM

View PostMister D, on 22 May 2015 - 11:18 PM, said:

Summoner is supposed to be a heavy weapons platform, high mobility brawler, basically the urban shock trooper of the Clans.

It just doesn't have bloated hardpoints nor the spare tonnage to do it with any endurance.

Biggest problem with it tbh, is locked 5 tons of JJ's while still being somewhat underpowered to actually jump, and Ferro instead of Endo steel.

Clans don't fight often in their cities. Its considered wasting resources.





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