"you Think You Do, But You Don't" (Quad Mechs)
#61
Posted 03 July 2016 - 06:52 AM
War Thunder ST-1 Walking Tank Gameplay (2015 April Fool's Event)
Mechwarrior 2: how to unlock 2 new mech!
-> for the new mechs (including Tarantula) jump to 45 seconds.
No gameplay shown, unfortunately, as the uploader thought the Battlemaster IIC was more interesting.
#62
Posted 03 July 2016 - 07:11 AM
#63
Posted 03 July 2016 - 03:48 PM
ShoeKush, on 02 July 2016 - 10:41 PM, said:
No need for the e&xtended um. Especially when you're wrong.
They produce more than one game. One of which is "Duke Nukem Forever" which is far more popular than you were in Highschool, or could ever have hoped to be. That, along with their other titles, of which they have eight all on multiple platforms with better income than what MWOnline generates. That's not even half the story, the other half goes with sponsorships, promotions, tournaments, etc.
So no you do not pay his salary, be lucky he updates the game at all for all the crap this community talks.
PGI making DNF makes a lot of sense. To paraphrase a review, "The shooting is fun, everything else is terrible ". You call me derisive, but you're the one reminding everyone that PGI made a legendary **** of a game. That's pretty low man. Just let it go.
I'i didn't realize they have 8 current income creating titles. Guess no more "small company" excuses.
#64
Posted 03 July 2016 - 05:50 PM
Beasts like the Scorpion have incredibly high engine caps for a 55 tonner, giving them tremendous agility on top of the already superior quad stability bonuses. They're low to the ground, capable of circling any target with ease, and make more of given cover than any biped will, and of course are capable of high-speed lateral (strafing) movement bipeds cannot achieve.
Davers, on 03 July 2016 - 03:48 PM, said:
PGI didn't make most of DNF. just helped with a couple of ports and multiplayer alongside Gearbox. Smith and Tinker's people did most of the core work on MWO, for that matter- part of why the coding is mostly lostech to PGI.
Novakaine, on 03 July 2016 - 07:11 AM, said:
Wouldn't mind armor and VTOLs, but you're never going to see aerospace fighters in MWO. It can't handle high-speed units as it stands, and won't even be able to handle faster hover units and VTOLs as a result.
#65
Posted 03 July 2016 - 06:13 PM
Plus, a quad mech would actual be fresh and new game content.
Appogee, on 03 July 2016 - 01:29 AM, said:
I regularly pull 500+ damage in my urbanmechs, with a few 900+ games and they have been a blast. Perhaps you are building / playing them wrong?
#68
Posted 03 July 2016 - 09:41 PM
Squirg, on 03 July 2016 - 06:13 PM, said:
Undoubtedly. Which UbranMech and with what loadout do you recommend? I've been using dual Large Pulse for the most part.
#69
Posted 03 July 2016 - 10:04 PM
#70
Posted 03 July 2016 - 10:14 PM
There is no way you can say "Well someone made something different so you can't critique this."
#71
Posted 03 July 2016 - 10:54 PM
#72
Posted 03 July 2016 - 10:59 PM
#74
Posted 04 July 2016 - 05:46 PM
Appogee, on 03 July 2016 - 09:41 PM, said:
UM-R60L
The cheesiest of Urbie builds, 300-400 damage is a breeze to get in this mech. Dont forget Coolshot, LPL range & cooldown modules. Although something more aesthetically pleasing and true to lore like UM-R63 is also fun to run, but getting high numbers with it can be more difficult simply due to the nature of ballistics.
Edited by Squirg, 04 July 2016 - 05:48 PM.
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