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By Far The Worst....


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#21 sycocys

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Posted 23 February 2016 - 10:43 AM

View PostTarl Cabot, on 21 February 2016 - 08:19 PM, said:

What I was seeing is more even distribution between range and close range Clan mechs, more SRM/AC than energy weapons. Remember, this last quirk patch the Clans received positive missile/ac quirks and many are putting them to use.

This probably contributes to a lot of it. People finally figuring out that Clan UAC's don't actually suck like people have been trying to convince them about for months. Then add in ridiculous buffs to speed to target on top of the fact you almost never overheat and you get some pretty face shredding DPS.

#22 Votanin FleshRender

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Posted 23 February 2016 - 10:50 AM

View PostSandpit, on 23 February 2016 - 09:24 AM, said:

Tweet Russ
Honestly

Russ and PGI seem to think this split is going to fix things. The only thing it's going to "fix" is creating a very piss poor CW experience for the majority of new players. Which leads to...

CW ghost town


News Flash... it's a shite experience NOW for new players. Which is why it was a ghost town until Steam players showed up desperate for mech bays.

#23 Gloris

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Posted 23 February 2016 - 10:51 AM

If you ask me not only would i not allow trial mechs in CW, i would also require the Mechs to be fully upgraded (Pilot skills), maybe even require modules, though i'm not so sure about that one

CW is not supposed to be a casual carebear meetingplace to level mechs and casually strolling arround, it's supposed to be a mode where you try to play well and care.

Losing and subsequently wasting 30 minutes of my life because people on my team think doing 50 dmg with 4 mechs is fine is what drove me away from this gamemode.

Edited by Gloris, 23 February 2016 - 10:53 AM.


#24 Sandpit

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Posted 23 February 2016 - 11:43 AM

View PostVotanin FleshRender, on 23 February 2016 - 10:50 AM, said:


News Flash... it's a shite experience NOW for new players.

I never said otherwise, what's your point...?





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