Countdown To The Kodiak Release 1 Day Left!
#81
Posted 11 May 2016 - 09:55 AM
#82
Posted 11 May 2016 - 09:57 AM
Arkhangel, on 11 May 2016 - 08:12 AM, said:
fact is, what really makes a mech good in this game is its pilot. you. plain and simple.
If you know the 'mech well, know its hardpoints, speed, etc, you'll be good in it. doesn't matter what mech it is.
and if you're a crappy pilot... no amount of quirks or advanced tech will make you any better of one. just how it is.
Couldn't agree more.
Though I tend to forget that, when trying a new chassis, so I get frustrated enough to take a step back and think about it for a while. And after some gameplay I get that unconcious connection or awareness of the mech the way it turns, accels, etc then ... "SNAP" the magic happens
#83
Posted 11 May 2016 - 09:58 AM
Wintersdark, on 11 May 2016 - 09:05 AM, said:
But at least the IS HGN and ON1 are both massively more agile, tougher, and have comparable offensive power. It saddens me that the HGN IIC (and to a lesser extent the ON1 IIC) are even worse
"Massively more agile" is really, REALLY stretching it, Wintersdark.
#84
Posted 11 May 2016 - 10:32 AM
Dawnstealer, on 11 May 2016 - 09:58 AM, said:
Really? You think?
Assuming 325 engines in each (because of course)
Accel/Decel: HGN 55% bonus vs. IIC
Turn Rate: HGN: 64.1 vs. 49.7, a 29% increase in turn speed.
Twist Rate: HGN: 86.7 vs. 75.8, a 14% increase in twist speed.
Combined torso rotation difference: 150.8 degrees per second vs. 125.5 degrees per second, an overall 20% increase.
So, the IS HGN can turn nearly 30% faster, and twist damage 20% faster. It accelerates and brakes 55% faster, moving in and out of cover far quicker.
These are not minor differences. They are substantial agility buffs that ensure the IS HGN is far more able to roll damage, and avoid it entirely. Then there's structural and weapon quirks as well, but - as I said above - there's also ClanXL and lighter clan weapons to account for. The agility differences are what's up for discussion, though, and they are significant and play an extremely large role in how fragile the mech is.
#85
Posted 11 May 2016 - 10:41 AM
But I will enjoy every time I kill one of those beats.
#87
Posted 11 May 2016 - 11:45 AM
Desintegrator, on 11 May 2016 - 09:25 AM, said:
Do NOT fire those 9 Clan-Lazors at once on Terra Therma !
It can affect your future gameplay !
Hehe, yeah. Cook some metal... I really miss playing on terra therma, nice heat challenge and I love the astethics.
Darn that voting system. Never be able to play on that map again.. And no, the multiplier aint helping much. Maps should be random, game modes should stay votable.
#89
Posted 11 May 2016 - 01:12 PM
I though Huge Alpha Strikes were harmful to this game?
Oh well, marketing departments usually operate within their own universe. Trust me, I work for an equipment Manufacturing company.
#90
Posted 11 May 2016 - 01:14 PM
#92
Posted 11 May 2016 - 01:48 PM
#93
Posted 11 May 2016 - 01:58 PM
#94
Posted 11 May 2016 - 03:15 PM
#95
Posted 11 May 2016 - 03:38 PM
#96
Posted 11 May 2016 - 03:49 PM
#97
Posted 11 May 2016 - 04:17 PM
Luscious Dan, on 11 May 2016 - 03:49 PM, said:
d'oh .... lol
did not even look at the stock loadouts, kdk-1(s) is pictured. so yeah streak 6s
#98
Posted 11 May 2016 - 04:24 PM
#99
Posted 11 May 2016 - 04:56 PM
Arkhangel, on 10 May 2016 - 08:06 PM, said:
So, they should atleast look like claws and not blood sucking needles.
#100
Posted 11 May 2016 - 05:20 PM
.. and should you convince me of that...larger than the diameter of the bore?
Its not a sobot round, its not a gauss, its not a missile. Its a cannon round...
Go ahead and add ejecting shell casings for the Lazors o7
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