Countdown To Cyclops Release! Aug 23Rd
#101
Posted 19 August 2016 - 06:56 AM
#102
Posted 19 August 2016 - 06:56 AM
Vellron2005, 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
Posted 19 August 2016 - 10:23 AM
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
Posted 19 August 2016 - 10:28 PM
Juodas Varnas, on 19 August 2016 - 10:23 AM, said:
Ah, so the slippery slope begins. No more timeline restrictions on 'Mechs, no more timeline restrictions on unit patterns.
#105
Posted 19 August 2016 - 10:37 PM
CycKath, 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
Posted 20 August 2016 - 04:07 AM
Juodas Varnas, on 19 August 2016 - 10:37 PM, said:
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
Posted 20 August 2016 - 04:40 AM
#108
Posted 20 August 2016 - 09:21 AM
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
Posted 20 August 2016 - 09:48 AM
#110
Posted 20 August 2016 - 10:04 AM
Sephrus Shanadar, on 18 August 2016 - 10:40 AM, said:
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
Posted 20 August 2016 - 10:15 AM
#112
Posted 20 August 2016 - 02:13 PM
#113
Posted 20 August 2016 - 02:51 PM
Audacious Aubergine, on 20 August 2016 - 02:13 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?
#114
Posted 20 August 2016 - 03:40 PM
#115
Posted 21 August 2016 - 01:39 AM
#117
Posted 21 August 2016 - 05:53 AM
Jaspbo1, on 21 August 2016 - 05:46 AM, said:
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.
Edited by Koniving, 21 August 2016 - 05:54 AM.
#118
Posted 21 August 2016 - 06:18 AM
Koniving, on 21 August 2016 - 05:53 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.
#119
Posted 21 August 2016 - 06:21 AM
Dee 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
Posted 21 August 2016 - 08:45 AM
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users