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Centurion Quirks

Centurion pts

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#1 toastybacon

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Posted 17 November 2015 - 10:37 AM

Many of the Centurion quirks in the pts do not match what the released quirk values PDF state they would be. Is this an oversight? Which one is supposed to be correct?

Examples include:
CN9-AL CT structure
CN9-AL right arm armor
CN9-AH left and right torso structure

Also why have the great buffs to the shield arm been reduced so harshly. One of the only redeeming qualities the Centurion chassis has over other mediums was its ability to torso twist and have a great shield arm. Now it only has +4 structure to the left arm on some of the chassis.

The CN9-A is the missile mech of the bunch, but has actually received nerfs to missile cooldown for some reason. If better cooldown is not added, some heat reduction from missiles would be nice, as brawling centurions have a hard time bringing sufficient heat sinks.

Good things include the added armor to the weapon arm and the change of some quirks to generic ones.

I also still believe the hitboxes could use some tweaking. The CT of the centurion is easily focused, which is bad for a mech which is supposed to be able to zombie well (No crying about zombie Centurions has ever been valid anyway because they are easily legged by smart players). Worst of all is the mohawk being part of the CT and being impossible to shield. Making the Centurion's mohawk take no damage would be perfect as well as a reasonable fix. It doesn't make sense that you could destroy an enemy mech by blowing holes in a thin cosmetic fin on its head.

Edited by toastybacon, 17 November 2015 - 10:42 AM.


#2 JediGargoyle

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Posted 26 November 2015 - 04:04 PM

I agree that the mohawk makes it more a liability.

#3 testhero

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Posted 13 December 2015 - 02:46 PM

Shooting the areial cover off the head of the Mech damages the CT Huh!
that is so weird!
Shouldnt it damage the long range radio array.





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