Town Hall With Russ Bullock Friday Jan 29Th
#121
Posted 31 January 2016 - 01:01 AM
#122
Posted 31 January 2016 - 02:14 AM
MovinTarget, on 30 January 2016 - 01:21 PM, said:
In MWO, even if you swap out the 5 sml for other armament I think it ALL goes in one arm....
Thus the Sort of... I've had fun with it in the TT game. And they show up in the fiction a few times with insane pilots.
As for armament location, no, they're spread evenly over the mech. 1 each, Head, RT, LT, RA, LA.
I don't recall exactly how the 3050 upgrade looks.
#123
Posted 31 January 2016 - 04:37 AM
#124
Posted 31 January 2016 - 11:03 AM
smokefield, on 31 January 2016 - 01:01 AM, said:
This!
Flamers would be useful for what they were meant for, creating smoke cover and creating havoc on heat and night vision. Give burning trees a diminishing heat signature over time and similar smoke production..
This would be sweet for defense of emerald taiga and such...
#125
Posted 31 January 2016 - 11:17 AM
shaterbane, on 31 January 2016 - 02:14 AM, said:
Thus the Sort of... I've had fun with it in the TT game. And they show up in the fiction a few times with insane pilots.
As for armament location, no, they're spread evenly over the mech. 1 each, Head, RT, LT, RA, LA.
I don't recall exactly how the 3050 upgrade looks.
DCMS Hatamoto remake of the Charger.
#126
#127
Posted 31 January 2016 - 12:16 PM
#128
Posted 31 January 2016 - 02:09 PM
#129
Posted 31 January 2016 - 11:28 PM
#130
Posted 01 February 2016 - 02:37 PM
IronClaws, on 30 January 2016 - 10:39 PM, said:
That would be cool, but would not translate well into FPS, even I agree that some changes were necessary like the double armor and double internals in this game. I would like to see CW reward faction loyalty more though, but that seems to be coming with CW3.
It would have been best if MWO was based in the 3025-3039 era and neither Clans nor lostech were ever in the game, but it is too late for that now.
Agreed, they should have done 3025-3039...Eventually could have had a clan expansion pack if they really wanted. (Clans really broke the game) but as you said..to late.
IronClaws, on 30 January 2016 - 03:11 PM, said:
I can guarantee you that it is not just competitive players who think that IS mechs are just a tad over-quirked at this point.
A little..yes...but is it overquirking ..or quirks plus clan negative quirks. remove neg quirks from clans...and gently adjust IS quirks..but not a big dramatic change.
#131
Posted 01 February 2016 - 02:42 PM
Void Angel, on 30 January 2016 - 02:55 PM, said:
Obviously the weapons system is broken...it was broken in Battletech. Clans were way OP. Honestly, I'd let clans have a 15-20% range boost for ER weapons. Give IS ERL same range as clan. Pulse laser ranges should be nearly the same..they are not ER.
Don't get me started on the streak ranges. But until russ fixes the weapons systems....quirks is what we got. And I still think quirks have a place on a smaller scale. Not all mechs should be cookie cutter. Mechs designed for PPC should do ppc a bit better. Mechs designed for Machine guns, should do machine guns a bit better not Autocannon or gauss.
#132
Posted 01 February 2016 - 03:53 PM
#133
Posted 01 February 2016 - 09:58 PM
Glad I got enough clan mechs ready for CW.
PGI: no half measures since 2012
#134
Posted 01 February 2016 - 10:53 PM
What we have now is a situation where, despite paying heavy penalties for their superior range, the Clans cannot outrange the alternate tech base. That's not too bad of an issue in random pug drops, but it's a huge hole in balance for organized play. How can leaving that alone go right?
Those excessive range quirks were a mistake, and it's good that they're correcting them. It's not a huge, heavy-handed change like many of its detractors claim or imply - Inner Sphere 'mechs still have a vast array of heat reduction, beam duration, cooldown, structure, armor, and mobility quirks over their Clan counterparts.
All that's being done is to reign in the quirk system to be more like the fine-tuning mechanism it was intended to be - rather than a core element of faction balance, as it has become.
Edited by Void Angel, 01 February 2016 - 10:55 PM.
#135
Posted 01 February 2016 - 11:44 PM
G SE7EN7, on 01 February 2016 - 09:58 PM, said:
Glad I got enough clan mechs ready for CW.
PGI: no half measures since 2012
LOL, this is not a super buff. Underperforming Clan mechs are getting slight buffs and removing the negative quirks, which are total BS on any mech, while only slightly diminishing the overly-generous buffs on some IS mechs? Seriously, I played both sides in the last two CW events and clans only won because they were more organized and had all the top-tier mercs on their sides, Does not matter what mechs you are in if you are on a pug team vs 12 organized players focus-firing you.
#136
Posted 02 February 2016 - 01:37 AM
Ed Steele, on 01 February 2016 - 11:44 PM, said:
LOL, this is not a super buff. Underperforming Clan mechs are getting slight buffs and removing the negative quirks, which are total BS on any mech, while only slightly diminishing the overly-generous buffs on some IS mechs? Seriously, I played both sides in the last two CW events and clans only won because they were more organized and had all the top-tier mercs on their sides, Does not matter what mechs you are in if you are on a pug team vs 12 organized players focus-firing you.
Removing all neg quirks + buffing comp + 57point alpha x 12 = super buff, Ill be stomping with these dont you worry.
#137
Posted 02 February 2016 - 04:18 PM
G SE7EN7, on 02 February 2016 - 01:37 AM, said:
Removing all neg quirks + buffing comp + 57point alpha x 12 = super buff, Ill be stomping with these dont you worry.
But if you are using tonnage and slots for that TC how will you be able to fit enough weapons and heatsinks? The TCs currently give larger crit bonuses if you fire fewer weapons at a time, so they compliment sniping more than brawling.
Edited by Ed Steele, 02 February 2016 - 04:19 PM.
#138
Posted 03 February 2016 - 12:37 AM
Will9761, on 31 January 2016 - 12:16 PM, said:
If we can't have LAMs at least we should have melee. And more powerful jump jets for select lights. And collisions.
see? balance.
Edited by ArchMage Sparrowhawk, 03 February 2016 - 12:38 AM.
#139
Posted 03 February 2016 - 08:18 AM
ArchMage Sparrowhawk, on 03 February 2016 - 12:37 AM, said:
see? balance.
Brawling and collisions, yes, but if lights get better jumpjets, then I want to have some 0G or low-G maps so careless light pilots can float out into orbit (out of bounds).
#140
Posted 03 February 2016 - 10:41 AM
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