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Countdown To Cyclops Release! Aug 23Rd


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#101 Dee Eight

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Posted 19 August 2016 - 06:56 AM

It was already in the road map announcement that the strait is getting an artistic update for the august patch, time of day modes and some rendering changes. We can night fight in the tunnel and under the ramp ! Pirate's bane can REALLY play attack sub out in the bay !

#102 Juodas Varnas

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Posted 19 August 2016 - 06:56 AM

View PostVellron2005, on 19 August 2016 - 05:59 AM, said:


Yes, I noticed the updated Crimson strait. I do not recognize the face statues in the picture.. they seem new to me..

I do believe those statues are from the old (and i mean BETA OLD) River City. They were removed, some time later, for reasons.

At least i think that's how it was.
My memory is garbage

#103 Juodas Varnas

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Posted 19 August 2016 - 10:23 AM

Bump.
Faction camos are here.


Eh... I'm still sad PGI went with the 1st Tyr for the FRR's faction camo, as i much prefer the 3rd Drakons paintjob (white paintjob with a flame pattern and one of the arm and leg fading to black)

Edited by Juodas Varnas, 19 August 2016 - 10:24 AM.


#104 CycKath

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Posted 19 August 2016 - 10:28 PM

View PostJuodas Varnas, on 19 August 2016 - 10:23 AM, said:

Eh... I'm still sad PGI went with the 1st Tyr for the FRR's faction camo, as i much prefer the 3rd Drakons paintjob (white paintjob with a flame pattern and one of the arm and leg fading to black)


Ah, so the slippery slope begins. No more timeline restrictions on 'Mechs, no more timeline restrictions on unit patterns.

#105 Juodas Varnas

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Posted 19 August 2016 - 10:37 PM

View PostCycKath, on 19 August 2016 - 10:28 PM, said:


Ah, so the slippery slope begins. No more timeline restrictions on 'Mechs, no more timeline restrictions on unit patterns.

3rd Drakons were formed in 3030s, if i recall correctly.
Though, the cool-*** camo pattern was adopted in 3060s (But yeah, i mean, we have mechs from further in the timeline, so why the **** now? xD)

Edited by Juodas Varnas, 19 August 2016 - 10:39 PM.


#106 CycKath

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Posted 20 August 2016 - 04:07 AM

View PostJuodas Varnas, on 19 August 2016 - 10:37 PM, said:

3rd Drakons were formed in 3030s, if i recall correctly.
Though, the cool-*** camo pattern was adopted in 3060s (But yeah, i mean, we have mechs from further in the timeline, so why the **** now? xD)

That was my point.

At the time of the Clan Invasion KungsArmé was actually one of the few modern IS armed forces to have a single paint pattern, if only because they were only a couple of decades old at most.



#107 Zookeeper Dan

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Posted 20 August 2016 - 04:40 AM

Any chance we can see a Cyclops in the pre-order Crusader camo pattern?

#108 Juodas Varnas

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Posted 20 August 2016 - 09:21 AM

The scale looks pretty good.

I do however wonder how different weapon geos look with different loadouts, like SRM-boats, larger LRM launchers, machine guns?

Edited by Juodas Varnas, 20 August 2016 - 09:35 AM.


#109 Lizardman from Hollywood

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Posted 20 August 2016 - 09:48 AM

Well the tube count looks really low so. I maybe see room for 6 tubes per launcher at most. 7 LRM5 chain fire will be lolz. Energy hp are all low the St one is actually next to the CT launcher. I hope mgs will force the guass to the higher mounts, I guess 1t lost will be worth the much higher barrels. It's size looks decent from the front, like the thinner legs, but omg gl shielding side torsos with your arms. This one maybe xl safe due to that glaring beak with missile tubes and the giant cod piece. But from the side it's gonna be like a Kodiak, twist too far and the St rear shots will be real. Guess we will see Tuesday. Can't wait for the cockpit view to see how much you can see out of that giant central lens.

#110 Frost Lord

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Posted 20 August 2016 - 10:04 AM

View PostSephrus Shanadar, on 18 August 2016 - 10:40 AM, said:

Pretty underwhelming quirks. As it stands it looks to be somewhere between mauler and highlander in toughness and behind both in damage. I was hoping for good hitboxes to run a big xl but looking at that modeling seems neutral at best. AND THE SIZE OF THAT PRESUMABLY CT COD PIECE. This guy needs a cup.

well its kind of the point its a support mech it sacrafics its own fire power for that of the team.

Edited by Frost Lord, 20 August 2016 - 10:08 AM.


#111 Dee Eight

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Posted 20 August 2016 - 10:15 AM

Cyclops were command mechs, not brawlers / fire support mechs.

#112 Audacious Aubergine

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Posted 20 August 2016 - 02:13 PM

Oh good, it's huge. That should balance out the insane accel/decel quirks

#113 Koniving

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Posted 20 August 2016 - 02:51 PM

View PostAudacious Aubergine, on 20 August 2016 - 02:13 PM, said:

Oh good, it's huge. That should balance out the insane accel/decel quirks

Nothing can balance the insane accel/decel quirks.

Elite skill tree, 55% acceleration from the skill tree + 55% from quirks = 110% faster acceleration...

Why?

#114 Dee Eight

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Posted 20 August 2016 - 03:40 PM

Ummm... elite skill for accel is 15%, NOT 55%.. Learn to read.

#115 Luscious Dan

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Posted 21 August 2016 - 01:39 AM

Your x2 skill bonus for eliting the mech doesn't double the quirks lol.

#116 Jaspbo1

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Posted 21 August 2016 - 05:46 AM

View PostKoniving, on 20 August 2016 - 02:51 PM, said:

Nothing can balance the insane accel/decel quirks.

Elite skill tree, 55% acceleration from the skill tree + 55% from quirks = 110% faster acceleration...

Why?

Koniving? Are you drunk? You gotta be drunk. Get some sleep. Posted Image

#117 Koniving

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Posted 21 August 2016 - 05:53 AM

View PostJaspbo1, on 21 August 2016 - 05:46 AM, said:

Koniving? Are you drunk? You gotta be drunk. Get some sleep. Posted Image

Nah, wasn't drunk. But I do see they finally got around to that skill tree "cutback."
Used to be Kinetic burst gave you 27.5% increase.
Hard Brake gave you 25% increase.

Elite skill doubles basics..
So Kinetic Burst gave you 55% faster acceleration
Hard brake gave you 50% faster braking

Then if you were to stack the Cyclop's 55% faster acceleration and 50% faster braking on top of that... you get 110% faster acceleration and 100% faster braking.

Insane, isn't it?

Looking at the skill tree (from an Adder admittedly) I see..
7.5% kinetic burst
7.5% hard brake
Double basics
15% kinetic burst
15% hard brake.
(Basically just under late closed beta where most of us customers were plenty happy with it).

....+ 55% faster acceleration quirk, +50% faster braking quirk...

70% faster acceleration versus your baseline (brand new, unskilled) 90 tonner.
65% faster acceleration versus your baseline (brand new, unskilled) 90 tonner.

....I still think I was pretty warranted. Posted Image

Edited by Koniving, 21 August 2016 - 05:54 AM.


#118 Dee Eight

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Posted 21 August 2016 - 06:18 AM

View PostKoniving, on 21 August 2016 - 05:53 AM, said:

Nah, wasn't drunk. But I do see they finally got around to that skill tree "cutback."


By finally...you meant nearly a YEAR ago right? Because folks were still discussing the changes in November, 2015 after it had been PTS'ed before that.

#119 Koniving

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Posted 21 August 2016 - 06:21 AM

View PostDee Eight, on 21 August 2016 - 06:18 AM, said:


By finally...you meant nearly a YEAR ago right? Because folks were still discussing the changes in November, 2015 after it had been PTS'ed before that.

I know.
And the skill tree still stated that half of those traits were still insanely high... so maybe about 4 or 5 months ago they might have actually updated what the trees say, too. I know the heat had been changed since that long.

(I kinda stopped playing 'regularly' about 4 or 5 months ago and up until then the accel/decel descriptions hadn't changed.)

#120 martian

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Posted 21 August 2016 - 08:45 AM

That Cyclops has nice one nice cokpit. Check the Youtube video.





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