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First Impressions


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#1 bobobobobiy

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Posted 02 June 2015 - 12:53 PM

Mechlab is a little wonky. Still needs the module search bar, so we don't have to remove it from another mech by going through 20 more windows.

Clan UAC's are EXTREMELY good on direboats. I heard the UAC 5 boats are OP, but at least the 2 UAC 10 + 2 UAC 20 build is more fun now.

Forest colony's rework made the map complete ****. You either now go cave, camp, or go water.

#2 Alistair Winter

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Posted 02 June 2015 - 12:56 PM

View Postbobobobobiy, on 02 June 2015 - 12:53 PM, said:

Forest colony's rework made the map complete ****. You either now go cave, camp, or go water.

wat?

#3 MoonUnitBeta

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Posted 02 June 2015 - 12:57 PM

View PostAlistair Winter, on 02 June 2015 - 12:56 PM, said:

wat?

Lol.

#4 Gas Guzzler

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Posted 02 June 2015 - 12:57 PM

There was no change to forest colony this patch

#5 Nightmare1

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Posted 02 June 2015 - 01:00 PM

Clan UACs are better, huh? I might just have to dust off my rusting Clan Mechs and try them again. I shelved them all a long time ago on account of how sad they were.

#6 Corbenik

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Posted 02 June 2015 - 01:05 PM

lmao forest colony has been that way forever. and basically all those tactics are the only choices anyways... (also has not been reworked yet)

#7 MeiSooHaityu

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Posted 02 June 2015 - 02:09 PM

Iooked around a tiny bit. The new UI is no where near as bad as people are saying it is. The only real issue I have come across is I didn't find where it says how many open mech bays I have. I'll still keep looking, but that is what I noticed more than anything.

#8 SP3CTREnyc

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Posted 02 June 2015 - 02:19 PM

The mechlab is awful. I am struggling to understand why adding mouse clicks to mech selection is a good thing, or how the mech selection screen is more organized than the previous iteration.

And why does the mechlab automatically launch into the mech customization system?

Terrible.





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