Resistance Hero 'mechs Pre-Order
#101
Posted 27 February 2017 - 09:00 PM
#102
Posted 27 February 2017 - 09:04 PM
#103
Posted 27 February 2017 - 09:07 PM
If the UM-K9's lights flash after a kill (like a war horn) or if you can toggle them on and off ... oh my.
WLF-GR and ZEU-SK actually bring something new to the IS line-up, and might be interesting. If the ZEU-SK was able to equip and AC/20, you would have a sale today. If 35-tonners didn't get hosed in the re-scale, the WLF-GR would be intriguing. As it is, against players who can aim, not even ECM will save the humanoid IS 35-ton lineup.
MAL-KO and KGC-KJ flip things around a bit, and could have my attention if either of them lost an actuator from the arms. An AC/20 on the MAL or 3xPPC per arm on the KGC could be exciting.
CRB-FL, GHR-MJ, and BL-P-KNT add a little to the chassis, but not enough for me to spend money.
PNT-KK and ENF-GH don't do anything differently from their existing variants.
Edited by Kageru Ikazuchi, 27 February 2017 - 09:09 PM.
#104
Posted 27 February 2017 - 09:14 PM
Post one video of the light rack on the K9 actually working and you'll have funding through Summer.
#107
Posted 27 February 2017 - 11:37 PM
#110
Posted 28 February 2017 - 12:02 AM
Devestator Mauler: 2x Gauss, 2x PPC, 2x ML
NightStar KingCrab: 2x ERPPC, 2x MPL, 1x Gauss
but for brawling you could always go
Mauler: 2x LBX10, 4x SRM6A, 2x ML
KingCrab: 6x MPL, 2x SRM6A, 2x LBX10
#111
Posted 28 February 2017 - 12:51 AM
#112
Posted 28 February 2017 - 12:54 AM
Mottfried, on 27 February 2017 - 11:37 PM, said:
pretty sure the mech artists aren't responsible for any of those things.
#113
Posted 28 February 2017 - 01:11 AM
Kmieciu, on 27 February 2017 - 11:40 PM, said:
#114
Posted 28 February 2017 - 01:17 AM
Ninjah, on 28 February 2017 - 12:51 AM, said:
I know, right? I mean, last night, I was playing Escort again on Polar Highlands. Then I had to suffer through dropship Conquest in faction play on Terra Therma - which while it carries the same name as the old map, is wholly new - where the victor was entirely decided by the mission objectives. It was tough, because the IS had been totally dominating Scouting.
Nothing ever changes. No new modes, no new maps.
#115
Posted 28 February 2017 - 01:22 AM
#116
#117
Posted 28 February 2017 - 02:12 AM
Could we please get some confirmation about the sirens? Pretty please?
Edited by Doctor Dinosaur, 28 February 2017 - 02:13 AM.
#118
Posted 28 February 2017 - 04:44 AM
Mottfried, on 27 February 2017 - 11:37 PM, said:
How to fix FP...simple...throw it out and replace it with a respawn QP mode. Dispense with the unit nonsense and then it'd just be solo and group queues for both respawn and non-respawn quick play games. The whole fighting over planets and unit teams crap... not happening until the player base breaks back into six figures.
#119
Posted 28 February 2017 - 05:43 AM
#120
Posted 28 February 2017 - 05:58 AM
Kageru Ikazuchi, on 27 February 2017 - 09:07 PM, said:
If the UM-K9's lights flash after a kill (like a war horn) or if you can toggle them on and off ... oh my.
Holy Jackson, on 27 February 2017 - 09:14 PM, said:
All of this. SO MUCH!
I actually want to park it in that little side-nook on Mining Collective where its pitch black, power down... waiting for a mech to try to sneak by... fire up the lights and get into hot pursuit!
...at 36kph...
Can someone at PGI please confirm that the lights on the K9 will have some utility?
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