The MDDs need some slight missile quirks. They are no good laserboats and they are no good ballistics mechs due to the problem that clan ballistics are crap. Especially on an MDD. All they got at the moment are LRM, SRM and S-SRM. So just give them some 10% missile speed quirk and a 10% missile cooldown quirk and they should be fine again.
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Mdd Too Weak
Started by Namtar Zu, Dec 10 2015 11:23 PM
3 replies to this topic
#1
Posted 10 December 2015 - 11:23 PM
#2
Posted 17 January 2016 - 09:53 AM
Side torso structure buff is needed
#3
Posted 18 January 2016 - 05:12 AM
I agree with the need for more side torso armor.
It is all too easy to pop the left or right torso off a MDD, I do it all the time in my huginn.
After buying a MDD I noticed this fragility first-hand.
When a side torso goes, the arm goes too.
I remember the vulture/mdd from mech warrior 3 & 4 wasn't that great either, but damn... it was better than this.
It is all too easy to pop the left or right torso off a MDD, I do it all the time in my huginn.
After buying a MDD I noticed this fragility first-hand.
When a side torso goes, the arm goes too.
I remember the vulture/mdd from mech warrior 3 & 4 wasn't that great either, but damn... it was better than this.
Edited by Far Reach, 05 February 2016 - 04:35 PM.
#4
Posted 21 January 2016 - 12:12 PM
Picked a couple up during this sale out of long-standing fondness of the chassis, but it's pretty disappointing. Between the long distance from the cockpit to the low-slung arm weapons (requiring in a great deal of exposure to bring the weaponry to bear and frequent misjudging of clearance resulting in shooting the berm in front of you) and the fragility of the large and obvious side torsos, it's difficult to use for anything but indirect LRM fire.
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