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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?
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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...
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Can someone at PGI please confirm that the lights on the K9 will have some utility?
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