6
Countdown To Bushwacker Release
Started by InnerSphereNews, Jan 18 2017 09:53 AM
73 replies to this topic
#61
Posted 22 January 2017 - 04:51 PM
Does that missile rack disappear if it's unused?
#63
Posted 23 January 2017 - 12:07 AM
Willothius, on 22 January 2017 - 07:44 AM, said:
Cicada is a box in legs.. It could be humanoid underneath for all we know!
But indeed, quad-walkers would be awesome!
MWO Priorities for 2017:
1) Urbanmech IIC
2) Quadrupeds
3) New Tech / weapons
4) Urbanmech Hero
Fifty (50) percent of the priorities that PGI should have for 2017 are related to Urbanmechs... \m/
#64
Posted 23 January 2017 - 11:32 AM
Bump cause update!
#65
Posted 23 January 2017 - 12:01 PM
I was really looking forward to this mech. But all the dislike for this mech before it has even been released has really dampened my excitement.
#66
Posted 23 January 2017 - 11:07 PM
I'd be more excited if they got the look right (closer to the one in the cartoon which is the same as the one on the cover of Tech Readout 3058). This still looks good, mind you, but not quite amazing. The bushwacker is my favourite mech in Battletech generally, but I don't think this will be my favourite mech in MWO unfortunately.
Gameplay wise, it looks a bit too large and again, the right arm ballistic mount is way too low. It's going to get gutted by side torso destruction as easily as the Warhawk or Vulture used to, and so needs major armor quirks there to be at all competitive.
Gameplay wise, it looks a bit too large and again, the right arm ballistic mount is way too low. It's going to get gutted by side torso destruction as easily as the Warhawk or Vulture used to, and so needs major armor quirks there to be at all competitive.
#67
Posted 24 January 2017 - 04:51 AM
The Mech can have a whole lot of different loadouts! From srm brawler to triple AC5! I'm definately going to have fun with this one!
#68
Posted 24 January 2017 - 12:40 PM
Limited weapon quirks certainly make for a wide mix of builds on my six wackers.
#69
Posted 24 January 2017 - 12:56 PM
Well, I got exactly what I paid for; tough, undergunned, a little odd and tons of fun to play. Thanks PGI!
#70
Posted 25 January 2017 - 07:18 AM
I like the mech, and I think I start to love it, but I hate the warhorn.
#71
Posted 25 January 2017 - 08:22 AM
Okay fellow Bushy Pilots.
Lil help here, please!
I too am loving the little guy and the huge spread of hardpoint types is really sweet.
Herein lies my issue. So far I am simply not finding the "it" builds for these various varients.
Trust me, I've already cranked through a good number of attempts, theory crafted a ton more and so far can't seem to do better than the odd kill and 200-400 damage (tier 3 solo). I KNOW it's capable of a lot more than that.
Also, I LOVE the tankiness of the STD engine, but the speed is killing me. The XL is giving me the speed but have you guys found the ST 'boxes a tad more open than we expected? I expected a very CRB type performance but so far I'd say my XL crabs are 2 to 3 times more survivable at this point.
I'm thinking this is one of those mechs that will really improve more than usual with the leveling up (already kinetic and hard brake have done wonders) and look forward to it.
SO, tl;dr
Folks want to share some Smurfy builds or just ideas what is working reliably so far?
Cheers!
Lil help here, please!
I too am loving the little guy and the huge spread of hardpoint types is really sweet.
Herein lies my issue. So far I am simply not finding the "it" builds for these various varients.
Trust me, I've already cranked through a good number of attempts, theory crafted a ton more and so far can't seem to do better than the odd kill and 200-400 damage (tier 3 solo). I KNOW it's capable of a lot more than that.
Also, I LOVE the tankiness of the STD engine, but the speed is killing me. The XL is giving me the speed but have you guys found the ST 'boxes a tad more open than we expected? I expected a very CRB type performance but so far I'd say my XL crabs are 2 to 3 times more survivable at this point.
I'm thinking this is one of those mechs that will really improve more than usual with the leveling up (already kinetic and hard brake have done wonders) and look forward to it.
SO, tl;dr
Folks want to share some Smurfy builds or just ideas what is working reliably so far?
Cheers!
#72
Posted 25 January 2017 - 08:41 AM
I us XL because speed and payload will tank me further than having fewer weapons and losing them all.. It's not such a great zombie mech. Just stay on the second row and help the team.
#73
Posted 26 January 2017 - 02:50 PM
Is there a feedback thread on the mech. 2 issues: 1) the ac 10 sometimes doesn't sound when fired the 2nd time in row. 2) the hardpoint mount on the x1s only allows the MG to go high screwing up the entire reason for it. (again your pushing the main gun of an abrams tank up onto the mg pintle to add another mg??? It looks and plays terrible that way. Please fix to allow the 2nd ballistic point to push an AC up top. Otherwise the 2nd point on the right tors is worthless to me.
#74
Posted 26 January 2017 - 02:58 PM
Does the banked premium time only become available when the mech is available or can we use it right away?
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users