Morggo, on 14 December 2015 - 04:12 PM, said:
Ain't going to lie.. I got an adrenaline rush dodging in around them. My hand was shaking and I was giggling the whole time.
Does the rush go away at some point?
no it most certainly does not, although for the ultimate rush try the lighter lights, Locust, Commando and Spider,
the those 3 can be 20kph faster than the Jenner
(depending on variant), and the Spider can also mount a LOT of Jumpjets
(12 on the 5V),
imagine a 165KPH Mech able to jump over pretty much any obstacle
(short of a mountain) unfortunately the 5V can only mount 2 lasers in the CT making it the most lightly armed Mech in the game but it is the ultimate distraction Mech,
For the ultimate rush, after eliting the Jenners try a SDR-5V, XL280 11 JJs, and 2 MPL,
find the enemy, get behind them, fire a few shots then jump up onto a cliff where almost nothing else can follow, swing around and do it again from a different direction, it does not matter that you are doing minimal damage the amount you are distracting and annoying the enemy team is great,
like that you can have the team so focused on you that they completely miss your other 11 Mechs walking around the corner, until they notice they have lost half the team
(I have done that several times)
you can also let them chase you straight into a firing line setup by your team, that works against solo players probably 1 time in 3, and it can literaly take care of half the enemy team
those tactics can work great in solo queue but in group queue the enemy tend to be a bit better orginized
the best rush I ever had was assault on Canyon Networks, in a group drop with my lance on teamspeak, my team had taken the center when we got the "base under attack" warning, and the base health started going down fairly quickly, I ran back to base in my SDR-5D to investigate, the enemy had a heavy/assault Lance on the base which by that point was at about 10%, I asked my lance (on teamspeak) to tell the rest of the team (this was before ingame VOIP)
I in a Spider, had to stop the cap until the rest of the team could respond, I managed to stay on the base for long enough to allow allies to get back from the center of canyon network, unfortunately I got legged at about the time my lance got back, but by that point the enemy had plenty of other Mechs to shoot at. I literally managed to dance the spider, evading fire, for I am guessing about 30 seconds inside the base capture zone.
my Spider did not survive but all the team returned to base and took down the enemies 4 heaviest Mechs with only my Spider having taken much damage,, we literally traded 1 Light for their heaviest lance, the game ended 12 kills to 1
Morggo, on 14 December 2015 - 09:31 PM, said:
I'm puzzled, the K (according to the wiki) gives up the missile hardpoint for more module slots, yet I don't see the additional module slots... I'm assuming the 'unofficial' wiki is incorrect? I like my modules.. one of the things I like about Oxide is the early use of both Radar Dep and Seismic.
only PGI (the developer) can update the Wiki and I think they only do so with new Mechs, as TheRAbbi said the K used to have more module slots, I think it came with 3 stock when most other Mechs came with 1-2.
with the first quirkening the K got better quirks than the other Jenners, so when they redid the module system they changed the Ks modules to the same as other Jenners, unfortunately since then the K has had its quirks reduced, now there is no good reason to take the k instead of the D,
Sorry
Edited by Rogue Jedi, 15 December 2015 - 12:54 AM.