Jump to content

The New Heat System/power Draw System Can't Get Here Soon Enough


133 replies to this topic

#81 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 10:12 AM

View PostGas Guzzler, on 24 March 2016 - 09:15 AM, said:

They are the best in certain situations. Would love to see how "the easiest meta" would handle an SRMS brawler in its face. (I already know, the laser vomit guy would get wrecked)

Don't let the public queue fool you. Lasers are prevalent there because they can handle the more common situations well. As soon as you start getting into coordinated play you can dictate what situation you want, so the other loadouts (which are very strong at what they do) have uses.


I'm guessing that most play the public queue or drop with friends in group, so lasers are what is seen the most. Again, it is the easiest to use and the most efficient. The rest are viable but just take a little more work. I run SRMs and AC20 on my Atleses (not Atlai Posted Image ) and run SRM boats so I know how deadly some of the others can be. Never use Gauss cause I hate the charge mechanic and PPCs are annoyingly bad.

I'm all for multiple effective combos. Diversity is good.

#82 Brewmen

    Member

  • PipPip
  • 48 posts

Posted 24 March 2016 - 10:13 AM

Oh Joy,

A game that will only have so many load outs for a mech. Will not matter what mech anymore, oh what fun, happy day's for the monotony for those that love minimum variety. Mash face to keyboard for the win!

Why do so many online games go down this path to self destruction.

#83 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,274 posts
  • LocationCalifornia Central Coast

Posted 24 March 2016 - 10:18 AM

View PostBud Crue, on 24 March 2016 - 10:02 AM, said:


Sorry the quote above is from page 1.

I think this is exactly what a lot of TT folks would like to see. Some folks see this entire game as a violation of what BT and MW is supposed to be. My views are somewhat conflicted now, but I used to be one of them

(Cranky old guy tirade to follow):

On the one hand I too once viewed MWO with a bit of derision with its failure to provide any game play value to classic BT stock builds (yes you can run them, but you are clearly at a disadvantage given the game mechanics). Now however, after a year of refusing to "play ball" with the meta, I have finally come to the cusp of learning/accepting how to play the game effectively (competently? adequately? Okay maybe just not terribly?) within the current mechanics.

Yes, I admit it:
I have come to understand and even occasionally play meta builds. To understand the need to twist and spread damage. To sword and board; to Alpha and shield. Blake and Kerensky help me, I finally get "it". I get how to play MWO and I am finally even starting to enjoy it. I am old, I am not the brightest bulb on the tree, and suborn as hell; but after a year of playing this game I finally get it.

Now however, it sounds like they are going to change a core mechanic of the game and I am not sure how I feel about that. Am I now going to have to take another year to re-learn how to do this? The new system may be an improvement, somehow. But atm I don't see how. For example, the dreaded 3LPL 4M BK build that all the clanners holler about...that's just 7 hard points and the expectation from the above posts seems to be that the new system will neuter that build (and some seem to think that is not only acceptable, but ideal). From my perspective, it is hard enough for an average player to use all the hardpoints on a mech like that, with just the heat mechanics at play, yet now we need another mechanic to further hobble it? I mean what is such a system going to do to the Nova or a Top Dog?

I am just not sure I like the sound of introducing a mechanic that not only hobbles certain mechs game play potential, but also further messes with my ability to build cool mechs (which is probably 40% of my enjoyment of the game, and why I have no problem dropping $ for 3-4 mastery packs of a single chassis just to build a bunch of different versions and then play them all). Thus far from what I have read, it seems like the new system will do both, and frankly I am feeling a wee bit to old to relearn how to appreciate this sort of thing.

(End cranky tirade. Please find your way to the nearest exit of my lawn. Thank you.)


Ironically, the Black Knight is one of those mechs where the meta build is VERY similar to a stock build.

Atlases also end up similar to stock builds with a big ballistic, and SRMs (no LRMs because they aren't worth the tonnage, and the MLs are foregone for more speed typically).

There is a stock Executioner config that had something like 3 cLPLs and 4 cERMLs. Sound close to what the best EXE build in game is? (its 2 cLPLs and 4 cERMLs, less lazors than the stock build)

Timber Wolf: Upgrade ER LLs to cLPLs, replace cMPL with 2 ER MLs, replace LRMs and Mguns for heat sinks. That doesn't sound so bad does it?

Because of the FPS nature of the game, those builds that have a little something for all ranges are NEVER going to be viable in MechWarrior. Totally makes sense why you would want that in Table Top... not so much here.

Were they ever really viable in a competitive sense in any MechWarrior game before? If you try to engage an assault mech that is outfitted with long range weapons and you have a single LRM10, who is going to win that trade? If the rest of your weapons are SRMs, AC20 and MLs, wouldn't you rather just focus on those and use positioning to get closer? This game allows you to do that now, so why waste the tonnage on a weapon that is not going to win trades at long range?

The "lore build being viable" argument is moot. A real time FPS is never going to reward you for being a jack of all trades. You want to master a range bracket, and use positioning to maintain that range from the other team.

The "higher TTK" argument I also find very unlikely. Given that dakka builds already have the capability to destroy mechs faster than any other type of loadout, I don't see how making people have to stare longer to deliver their damage is going to raise their TTK. Also, PPFLD becomes strong when lasers can't do more damage. Why bring lasers if you can snap shot PPFLD?

View PostDamia Savon, on 24 March 2016 - 10:12 AM, said:


I'm guessing that most play the public queue or drop with friends in group, so lasers are what is seen the most. Again, it is the easiest to use and the most efficient. The rest are viable but just take a little more work. I run SRMs and AC20 on my Atleses (not Atlai Posted Image ) and run SRM boats so I know how deadly some of the others can be. Never use Gauss cause I hate the charge mechanic and PPCs are annoyingly bad.

I'm all for multiple effective combos. Diversity is good.


Comb through some of the competitive matches on youtube, AS7-S with AC20+4 SRM6 (w/art) is the best brawling assault in the game. Lighter weight matches also typically end up being an SRM slugfest.

There is more variety then is immediately obvious in the solo queue or in small groups, mainly due to the fact that lasers require the least amount of coordination to be viable. But that doesn't mean that coordination with SRM brawlers is any less scary/has higher TTKs. If anything, TTK is lower. That Atlas build in your face will tear you apart.

#84 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,879 posts
  • LocationKansas City, MO

Posted 24 March 2016 - 10:18 AM

View PostDivineEvil, on 24 March 2016 - 10:00 AM, said:

I have a question for you - are you a moron?

It is a regular occurence when people take the argument out of context of the discussion, but taking a part of the argument out of context of the same paragraph is a display of rare intellectual inferiority.

Are you a moron? Because Widowmaker was referring to pre-clans, which was very much dominated by poptarts hugging cover until it was time to, ya know, poptart. That meta lasted more than a year, and ever prior to that, the Stalker with 4 PPCs was all the rage (though Atlases with 4 LL and Gauss were preferred iirc) which were similar to the 6 LL Stalker we had prior to the rebalance, just with forced to have more exposure time.

View PostDivineEvil, on 24 March 2016 - 10:00 AM, said:

The ghost heat was never necessary. All it would take is to reduce the heat capacity one way or another, so that 4-6 alphas would overheat you beyond effective measures. Besides, such argument is pathetic, as now even some mediums are capable of producing same or higher alpha-strikes, than those 4 PPCs.

I never brought 4 PPCs into the discussion about whether ghost heat should've been introduced, only why, which was definitely because of high energy alphas much like we have now (which skirt ghost heat by mixing lasers).

View PostDivineEvil, on 24 March 2016 - 10:00 AM, said:

Same question - are you a moron?

It was terrible, sure, but at least heavier weapons prevailed over lighter ones, not the opposite that we have now.

You are bringing things that don't matter into a discussion. All that matters is that before, they hid in cover, puked some damage and hid behind cover until it was time to puke damage again. Whether it was PPFLD or lasers, poptarting or hill-humping or poking from the side, they all involve using cover to minimize exposure to the enemy and doing massive damage during the short time you do actually expose yourself. They all have the same goal, just different methods of achieving it.

Edited by Quicksilver Kalasa, 24 March 2016 - 10:19 AM.


#85 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,274 posts
  • LocationCalifornia Central Coast

Posted 24 March 2016 - 10:21 AM

View PostDivineEvil, on 24 March 2016 - 10:00 AM, said:

Same question - are you a moron?

Besides, the poptart meta was not just about cover-play. It was also about highly synergized FLD weapons, unchecked JJs without any penalties, generally lower hardpoint counts and unreliable hitreg on most weapons but PPCs and AC/5s. It was terrible, sure, but at least heavier weapons prevailed over lighter ones, not the opposite that we have now.


I could ask you the same question. Why would I need jump jets if I wasn't using them to jump up from behind cover to shoot, then drop down behind that same cover? Poptarting was all about using cover in the best way possible. You could poptart a lot faster than you could step out from the side of cover and shoot and then step back. That is why it was so good.

haha

Also, LPLs are probably one of the best weapons in the game. If ghost heat wasn't a thing, the meta Black Knight would probably have 4LPLs or maybe 5-6 LLs instead. People only settle for medium lasers which are range limited and not very heat efficient because they want to be able to alpha strike and get all their damage out so they can avoid return fire.

Edited by Gas Guzzler, 24 March 2016 - 10:23 AM.


#86 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 10:22 AM

View PostGas Guzzler, on 24 March 2016 - 09:08 AM, said:

The dream of garbage builds all of a sudden becoming viable has got to go. It's not going to happen, and you are still going to get killed in seconds. It's laughable that you guys think this change is going to do anything other than kill mech variety.


Do we seriously have mech variety now? I am in the underhive so I see a lot of different mechs but when I watch the higher tiers and from what I hear in CW or the good group queues, the mechs are pretty much all the same. That doesn't speak of much variety.

#87 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,274 posts
  • LocationCalifornia Central Coast

Posted 24 March 2016 - 10:28 AM

View PostDamia Savon, on 24 March 2016 - 10:22 AM, said:


Do we seriously have mech variety now? I am in the underhive so I see a lot of different mechs but when I watch the higher tiers and from what I hear in CW or the good group queues, the mechs are pretty much all the same. That doesn't speak of much variety.


CW isn't a good example. Ammo dependency is more of a liability there, and other gameplay properties support laser dominance.

Group queue is hit or miss but what I can tell you, is that the following mechs can and do show up in competitive play:

JR7-IIC
Oxide
SRM6 Griffin
Stormcrow
Timber Wolf
Black Knight
Grasshopper
Banshee
Atlas
Dire Wolf
Mauler
Stalker
Quickdraw
Hellbringer
Ebon Jaguar
Hunchback-IIC
Arctic Cheetah
Adder
Firestarter
Wolfhound
Raven
Executioner
Blackjack
Highlander
Enforcer

I'm probably missing a couple too. Some of these might only show up due to restrictions, but I would have no problem taking any of these into the public queue..

Edited by Gas Guzzler, 24 March 2016 - 10:33 AM.


#88 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 10:29 AM

View PostGas Guzzler, on 24 March 2016 - 09:34 AM, said:

When the purpose is to limit alpha strikes (Russ's example was 30 damage) it is incredibly obvious what that will lead to: 30 damage PPFLD alpha strikes and mass dakka (Mauler, Dire Wolf). Lights will be relatively unchanged at 30 damage laser alphas, mediums will do the 3 LL or 2 LPL thing, or will bring a couple of PPCS maybe depending on how the buffs go. 4x SRM6 brawlers will have to chain fire their srms which means they can't roll damage as well anymore, and you will end up with lower TTK across the board because people have to stare more, and the DPS flying around is going to be higher than it is now as people favor ballistics over laser vomit.

To think otherwise is blind optimism.


So an example is something set in stone and the be all and end all of the system? I'm a pessimist at heart but I think extrapolating off a single comment to an entire system is a tad extreme no? They want longer TTKs and TTKs used to be longer. It made the game much more fun.

#89 Widowmaker1981

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 5,031 posts
  • LocationAt the other end of the pretty lights.

Posted 24 March 2016 - 10:31 AM

View PostDamia Savon, on 24 March 2016 - 10:22 AM, said:


Do we seriously have mech variety now? I am in the underhive so I see a lot of different mechs but when I watch the higher tiers and from what I hear in CW or the good group queues, the mechs are pretty much all the same. That doesn't speak of much variety.


I see the following mechs used, regularly:

Banshee
Battlemaster
Stalker
Mauler
Atlas
King Crab
Warhawk
Dire Wolf
Executioner

Black Knight
Marauder
Grasshopper
Warhammer
Jagermech
Catapult
Timber Wolf
Hellbringer
Ebon Jaguar

Griffin
Enforcer
Hunchback
Blackjack
Cicada
Stormcrow
Hunchback-IIC

Firestarter
Wolfhound
Raven
Arctic Cheetah
Jenner-IIC
Adder

And on top of that i do see the other mechs sometimes (i drive Shadow Cats a lot, and Shadow Hawks and Panthers, but they are rarer sights)

Seems like a pretty decent amount of variety, with mechs at the bottom of their class bracket being the notably absent ones (80 tons, 60 tons)

Edited by Widowmaker1981, 24 March 2016 - 10:33 AM.


#90 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,274 posts
  • LocationCalifornia Central Coast

Posted 24 March 2016 - 10:33 AM

View PostDamia Savon, on 24 March 2016 - 10:29 AM, said:


So an example is something set in stone and the be all and end all of the system? I'm a pessimist at heart but I think extrapolating off a single comment to an entire system is a tad extreme no? They want longer TTKs and TTKs used to be longer. It made the game much more fun.


Not necessarily, but if that is the goal, whether its 30 or 35 or 40 damage, then that is bad in my opinion, as it effects different builds in an unbalanced way.

TTK is sufficiently long enough for me. If I die quickly I screwed up.

But, if everyone has to stare more to do damage, they will die faster which is the opposite effect.

View PostWidowmaker1981, on 24 March 2016 - 10:31 AM, said:

Seems like a pretty decent amount of variety, with mechs at the bottom of their class bracket being the notably absent ones (80 tons, 60 tons)


Even the QKD-5K is still pretty solid.

#91 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 10:34 AM

View PostGas Guzzler, on 24 March 2016 - 09:46 AM, said:

Im not tier shaming, just stating the fact about the experience in those tiers giving people more leeway in what builds they bring. Nothing to do with you.

I want diversity too, that is why I don't want the diverse meta we have now (you are wrong if you think it is all lasers, that is a fact, you can ask any high level player if the only meta is lasers, and they will tell you no) to be ruined and turned into PPFLD and dakka or GTFO. Remember when it was CTF/HGN/VTR only? That sucked.

Most people don't hide the whole time, games differ a lot but typically require lots of positioning and movement, not hiding.

We have diversity now, the only weapons not represented in competitive play are LRMS and machine guns, people even try to bring flamers.


I was being general and I know how different the tiers play. I see how those of us in the underhive play and I do drop with my much higher tier friends and see what is run there. I also watch a lot of streams with higher tier players as well. About the only thing I don't do is CW because I am more a liability than a help.

Sorry to misunderstand you about tiers. I do remember the CTF/HGN/VTR meta. Yes it did suck. I still ran my catapults anyway. :) One days LRMs will be useful. It is about the only optimism I have left.

I see your point about metas though and I hope you are wrong. Last thing this game needs is more stuff turned to worthless junk.

#92 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,274 posts
  • LocationCalifornia Central Coast

Posted 24 March 2016 - 10:36 AM

View PostDamia Savon, on 24 March 2016 - 10:34 AM, said:

Sorry to misunderstand you about tiers. I do remember the CTF/HGN/VTR meta. Yes it did suck. I still ran my catapults anyway. Posted Image One days LRMs will be useful. It is about the only optimism I have left.


I would like LRMs to be useful too, before this game I liked LRMs a lot, I would just like them to be implemented differently. The problem is people want them to remain primarily indirect fire weapons, and I would like to see them more effective with direct fire, less effective with indirect fire.

#93 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,879 posts
  • LocationKansas City, MO

Posted 24 March 2016 - 10:41 AM

View PostGas Guzzler, on 24 March 2016 - 10:36 AM, said:


I would like LRMs to be useful too, before this game I liked LRMs a lot, I would just like them to be implemented differently. The problem is people want them to remain primarily indirect fire weapons, and I would like to see them more effective with direct fire, less effective with indirect fire.

I'd much prefer they add artillery weapons for indirect fire if they really want that to be a thing, that or make it so NARCs worked like they did in MW4 so you could still have indirect fire in certain circumstances with lock on missiles.

#94 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 10:44 AM

View PostGas Guzzler, on 24 March 2016 - 10:18 AM, said:


Comb through some of the competitive matches on youtube, AS7-S with AC20+4 SRM6 (w/art) is the best brawling assault in the game. Lighter weight matches also typically end up being an SRM slugfest.

There is more variety then is immediately obvious in the solo queue or in small groups, mainly due to the fact that lasers require the least amount of coordination to be viable. But that doesn't mean that coordination with SRM brawlers is any less scary/has higher TTKs. If anything, TTK is lower. That Atlas build in your face will tear you apart.


I run SRM4s on my AS7-S instead of the 6s. I like the tighter groups. Yes it does tear your face off in close but if you screw up getting in close you can be torn to pieces first. Even with the tankiness of the Atlas now you still have to play it smart or you die horribly. My main problem running the Atlas is I try to do too much too soon because I am an assault. I need to learn more about how to read the flow of the game and when to push. When I do get it right, I wreck holy havoc and carry my team. When I don't.. well better left unsaid!

View PostGas Guzzler, on 24 March 2016 - 10:28 AM, said:


CW isn't a good example. Ammo dependency is more of a liability there, and other gameplay properties support laser dominance.

Group queue is hit or miss but what I can tell you, is that the following mechs can and do show up in competitive play:

JR7-IIC
Oxide
SRM6 Griffin
Stormcrow
Timber Wolf
Black Knight
Grasshopper
Banshee
Atlas
Dire Wolf
Mauler
Stalker
Quickdraw
Hellbringer
Ebon Jaguar
Hunchback-IIC
Arctic Cheetah
Adder
Firestarter
Wolfhound
Raven
Executioner
Blackjack
Highlander
Enforcer

I'm probably missing a couple too. Some of these might only show up due to restrictions, but I would have no problem taking any of these into the public queue..

Thanks. That is better than I thought.

View PostWidowmaker1981, on 24 March 2016 - 10:31 AM, said:


I see the following mechs used, regularly:

Banshee
Battlemaster
Stalker
Mauler
Atlas
King Crab
Warhawk
Dire Wolf
Executioner

Black Knight
Marauder
Grasshopper
Warhammer
Jagermech
Catapult
Timber Wolf
Hellbringer
Ebon Jaguar

Griffin
Enforcer
Hunchback
Blackjack
Cicada
Stormcrow
Hunchback-IIC

Firestarter
Wolfhound
Raven
Arctic Cheetah
Jenner-IIC
Adder

And on top of that i do see the other mechs sometimes (i drive Shadow Cats a lot, and Shadow Hawks and Panthers, but they are rarer sights)

Seems like a pretty decent amount of variety, with mechs at the bottom of their class bracket being the notably absent ones (80 tons, 60 tons)

Thank you too for this list. I appreciate it.

View PostGas Guzzler, on 24 March 2016 - 10:33 AM, said:


Not necessarily, but if that is the goal, whether its 30 or 35 or 40 damage, then that is bad in my opinion, as it effects different builds in an unbalanced way.

TTK is sufficiently long enough for me. If I die quickly I screwed up.

But, if everyone has to stare more to do damage, they will die faster which is the opposite effect.



Hmm I see your point. That is a real concern. I hate hide and poke all game but constant face tanking is just as bad. I don't really want it to be "stand at 100 paces and exchange fire". Ugh. That is not "tactics" really.

#95 Widowmaker1981

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 5,031 posts
  • LocationAt the other end of the pretty lights.

Posted 24 March 2016 - 10:46 AM

View PostGas Guzzler, on 24 March 2016 - 10:36 AM, said:


I would like LRMs to be useful too, before this game I liked LRMs a lot, I would just like them to be implemented differently. The problem is people want them to remain primarily indirect fire weapons, and I would like to see them more effective with direct fire, less effective with indirect fire.


I think they should slightly nerf vanilla LRMs and buff the absolute hell out of Artemis ones (like triple speed, really low flat trajectory so it goes under roofed areas), and also make keeping a lock much harder - leaving them a use for indirect, but mainly a direct fire weapon, with a higher skill requirememt to use effectively. Would also buff larger launchers as it costs less per tube to add Artemis to those.

Edited by Widowmaker1981, 24 March 2016 - 10:46 AM.


#96 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 10:46 AM

View PostGas Guzzler, on 24 March 2016 - 10:36 AM, said:


I would like LRMs to be useful too, before this game I liked LRMs a lot, I would just like them to be implemented differently. The problem is people want them to remain primarily indirect fire weapons, and I would like to see them more effective with direct fire, less effective with indirect fire.


Right now I would be happy if the larger launchers didn't spread so much. They are really not worth taking. I'm not too picky regarding how LRMs get fixed, just that they get something. More directish fire is fine with me. I prefer to get my own locks whenever possible and am always up with my team. I gave up on just standing back and shooting a long, long time ago.

#97 Cy Mitchell

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 2,688 posts

Posted 24 March 2016 - 11:01 AM

View PostGas Guzzler, on 24 March 2016 - 09:25 AM, said:

Hell if you take the high ground you practically get ignored.


I have NEVER found that to be the case but then maybe it is because my Mechs are so pretty!

#98 Damia Savon

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 608 posts
  • LocationMidwest, USA

Posted 24 March 2016 - 11:11 AM

View PostWidowmaker1981, on 24 March 2016 - 10:46 AM, said:


I think they should slightly nerf vanilla LRMs and buff the absolute hell out of Artemis ones (like triple speed, really low flat trajectory so it goes under roofed areas), and also make keeping a lock much harder - leaving them a use for indirect, but mainly a direct fire weapon, with a higher skill requirememt to use effectively. Would also buff larger launchers as it costs less per tube to add Artemis to those.


If you really buff speed then holding a lock is not that hard. At the current speed holding a lock can be darn hard when people are shooting you and you need to twist damage away. The few seconds it takes to get a lock is enough penalty I think.

#99 Ryllen Kriel

    Member

  • PipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 754 posts
  • LocationBetween the last bottle and the next.

Posted 24 March 2016 - 11:21 AM

I'm glad I leveled up Black Knights this last month, now I can retire them in peace.

#100 Valdarion Silarius

    Member

  • PipPipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 1,694 posts
  • LocationWubbing and dakkaing everyone in best jellyfish mech

Posted 24 March 2016 - 11:35 AM

View PostSplashDown, on 24 March 2016 - 08:18 AM, said:

Someting tells me that once this system is implemented..the jagermech will be the most played mech of all

P.S can we get a clan version of the jagermech plz?


Wait for the Rifleman IIC my friend.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users