![Posted Image](http://s11.postimg.org/6c8u1srzn/Screen_Shot0002.png)
![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/merc-corps.png)
3 replies to this topic
#1
Posted 12 September 2015 - 01:52 PM
![Posted Image](http://s11.postimg.org/6c8u1srzn/Screen_Shot0002.png)
#2
Posted 14 September 2015 - 12:30 AM
These new quirks are just a p.... of ....
Why you give negative acceleration and deceleration rate to the king crab, when atlas receive positive at the same time?
This new system of quirks is just a p ... of ...
Assaults are the worst clas in the game, so nerf them more, they should not move, they should not shoot, only receive damage. Is it ok for you? Realy?
I regret that I have spent money on this game.
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
This new system of quirks is just a p ... of ...
![:angry:](https://static.mwomercs.com/forums/public/style_emoticons/default/angry.png)
Assaults are the worst clas in the game, so nerf them more, they should not move, they should not shoot, only receive damage. Is it ok for you? Realy?
I regret that I have spent money on this game.
Edited by Oleksandr, 14 September 2015 - 12:34 AM.
#3
Posted 20 September 2015 - 10:09 AM
Guess the crabs will free up some c-bills and mech bays...
#4
Posted 22 September 2015 - 08:18 AM
I simply do not understand the purpose of these new "balances." The KGC is hardly overpowered; deadly, sure, in the right hands. But not overpowered. I dislike the nerfs to torso twist range and rate, in particular. I guess the buffs to its a structure are supposed to make up for the hard hits to mobility. Is that right?
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users