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Consumables Destroy Tactics And Mech Builds/roles


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#141 Almond Brown

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Posted 09 June 2015 - 06:04 AM

View PostCarrioncrows, on 08 June 2015 - 11:41 AM, said:


Yes because if you didn't see, it didn't happen.

And you are right I missed that change to only 1 arty airstrike module per mech.

As you can tell, I do not use consumables.


And yet you insult others with the proper knowledge of how the GAME ACTUALLY works. Well done. wowzers.... :(

#142 Nightmare1

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Posted 09 June 2015 - 06:08 AM

View PostCarrioncrows, on 08 June 2015 - 11:41 AM, said:

And you are right I missed that change to only 1 arty airstrike module per mech.

As you can tell, I do not use consumables.


Essentially, this shows that you really don't know what you're talking about. ;)

#143 Almond Brown

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Posted 09 June 2015 - 06:19 AM

View PostAgent 0 Fortune, on 08 June 2015 - 05:55 PM, said:

A bad idea being better than a worse idea has never carried much merit with me. I would prefer a justification that addresses why everything in this game is balanced in limited resources (tonnage, crits, HP), except consumables.
Why is narc 3 tons, projectile, single target, ammo dependant; while uav is a free add
-on (if you don't think it is free, it is because you don't monitor your chill rewards)


Bad comparisons are bad too. Even todays UAV's weigh in at less than a pound, HR camera included, ffs. Adding a 15 ounce add-on to a Mech does not, nor should it, require any dedicated internal space. That much seems reasonable.

A Narc system on the other hand, in MWO specifically, has special beacon AMMO, 12 shots, so when combined the added weight and space required make sense.





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