Patch Notes - 1.3.405 - 16-Jun-2015
#161
Posted 16 June 2015 - 09:30 AM
#162
Posted 16 June 2015 - 09:33 AM
Frost Lord, on 16 June 2015 - 08:54 AM, said:
That would be awesome. We could have a Flea event. 24 lag-shielded super fast MASC Fleas running around trying vainly to shoot each other.
I'd be up for that.
I know I know...Russ said the Flea was dead.
#163
Posted 16 June 2015 - 09:34 AM
This will be a very fast Assault mech.
#166
Posted 16 June 2015 - 09:53 AM
- Edit : nevermind, I was looking at the IS MASC stats, not clan MASC, my mistake.
Edited by Skarlock, 16 June 2015 - 10:06 AM.
#167
Posted 16 June 2015 - 09:55 AM
Skarlock, on 16 June 2015 - 09:53 AM, said:
Erm... Clan MASC-m2 takes up 2 slots.
#169
Posted 16 June 2015 - 10:18 AM
Boguslaj, on 16 June 2015 - 09:51 AM, said:
If i remember correctly there was problems with mech speed. So if Shadow Cat not going to run 130 km/h om MASC, then maybe Flea also will be "slowed down".
Ya, does anyone know what the speed limit is? I've heard 170 kph, and 200 kph.
My Comandos run 171.x kph. Which is the fastest mechs that I think are currently in the game. Locusts are a close 2nd at 169.x kph.
If the limit is 200 kph, then we've got some room to play with. If it's 170ish...then boo.
I love my lights, and speed is life.
#170
Posted 16 June 2015 - 10:21 AM
But the content seems really juicy...
I didn´t preorder Wave 3 so I will have fun hunting those poor souls leveling their new toys
Light que 2%? ^^
#171
Posted 16 June 2015 - 10:27 AM
DarthHias, on 16 June 2015 - 10:21 AM, said:
But the content seems really juicy...
I didn´t preorder Wave 3 so I will have fun hunting those poor souls leveling their new toys
Light que 2%? ^^
If the koala gets popular and people learn to use MASC, my Huggin will see a little less action... huge pile of lasers on a 95 tonner that can stop/reverse/turn on a dime? More than a little dicey
Who am I kidding, I'll be running Shaguar pretty exclusively for a bit until I decide to buy another couple Tbolts and master them up.
Also, I think you meant queue. I thought it was bad Spanish for a second.
Edited by Luscious Dan, 16 June 2015 - 10:29 AM.
#172
Posted 16 June 2015 - 10:30 AM
Jimmy DiGriz, on 16 June 2015 - 01:28 AM, said:
Obviously we will have to wait and see but I am sure there will be one or two builds for the SHC which will give it a unique place on the MWO battlefield, plus....Shadowcat....I mean IT'S A FREAKING SHADOWCAT!!!!
Peace
"Significant" is greater than 10 Kph; the SHC will be ~116 with MASC on. It's only a 10% speed boost, for safe 7.5 seconds.
The only benefit is has is high mounts and the Jesus Box. Fridge mounts higher laservomit alphas with 4 more heatsinks, while moving 142 all the time, Nova mounts significantly more firepower with many more heatsinks with JJs, while the Crow runs the same speed, carries the greatest amount of weapons, but cannot jump.
MASC was thought to be a bit more significant than that.
#173
Posted 16 June 2015 - 10:30 AM
#174
Posted 16 June 2015 - 10:31 AM
ThatGuy539, on 16 June 2015 - 10:18 AM, said:
Ya, does anyone know what the speed limit is? I've heard 170 kph, and 200 kph.
My Comandos run 171.x kph. Which is the fastest mechs that I think are currently in the game. Locusts are a close 2nd at 169.x kph.
If the limit is 200 kph, then we've got some room to play with. If it's 170ish...then boo.
I love my lights, and speed is life.
172 is supposed to be the hard limit right now.
#175
Posted 16 June 2015 - 10:33 AM
Death Drow, on 16 June 2015 - 06:01 AM, said:
Can someone please show me a link to this? How is it flamers keep getting this rumor? Last check (admittedly it was a few months ago) flamers were confirmed to not be touched again.
For one, it was never stated that they'd never be touched again. Look at Russ's twitter, when he was debating things to possibly do to the Flamer. That's been talked about for a while now. It's actually the whole reason the Flamer is now able to be removed from the Adder, because the Flamer is believed to be inherently useless, for now; and if the Devs are the ones saying that, then you know the weapon's functionality is broken, as much as I love them. Check the twitter feeds and discussions that have happened there.
In fact, the last comment from Russ over the exact Flamer rework was on his Twitter in December/January, where he was debating how to fix and improve flamers, and what mechanics he wants them to have. The thought at the time was an energy-based machine gun-esque DPS weapon.
The evidence is out there. Quit propagating your own bull and actually go look at it.
Death Drow, on 16 June 2015 - 06:01 AM, said:
We've already been over this, and it's a reported issue, that's acknowledged, but isn't being worked at this time, because Paul even stated that the visual effects of Flamers are getting reworked before the mechanics are dealt with. See the last Mechs, Devs, and Beer that he was on with NGNG. It's not from that long ago, and is still the last information we got on them.
Or, maybe you'd like to propagate more lies, again, like you were talking about in my Flamer thread, where "Paul stated" that Flamers are fine in the Town Hall (you know, the same town halls he's NEVER appeared on and there are no recordings of him ever saying)? Or maybe you'll go on again that there's going to be an official Flamer thread put up by Paul, because you personally talked to him, and therefore people just need to shut up about them?
Oh, and for the record, the promised rework was originally mentioned back when the Firestarter was first announced in December of 2013. It hasn't received that promised rebalancing and attention since that time.
Now, if you want to go on about it, then I demand the evidence that Flamers are never going to be touched again. You're making an accusation with no evidence, while I have provided evidence and facets for you to look up. Your turn to actually provide some evidence for your points, otherwise you have nothing.
EDIT: Just to be 100% sure, I looked it up. Last word on Flamers was Mechs, Devs, and Beer #17 with Paul Inouye ~42 minute mark they start talking about Flamers. They are getting a rework, but the art team is tasked with coming up with a new visual effect for the flamers that is not so blinding to enemies before they continue with the full rework. It is coming, and it was promised.
Almond Brown, on 16 June 2015 - 07:55 AM, said:
I'm very curious where those stats are coming from. Last tests I ran, the crit-seeking feature of the Flamer does not work the same as the MG; and for all intents and purposes it seems to be broken. Go test on an Atlas in Testing Grounds. You'll burn out a section of the mech before you destroy components, more often then not.
I would like to see some evidence of this functioning, in all honesty, because as much as I use Flamers I don't see this happening in practice.
Edited by Sereglach, 16 June 2015 - 08:20 PM.
#176
Posted 16 June 2015 - 10:49 AM
#177
Posted 16 June 2015 - 10:50 AM
#178
Posted 16 June 2015 - 10:52 AM
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