Civil War Update Details!
#141
Posted 14 March 2017 - 05:04 PM
And then all the weapon updates and stuff... Now I do mean it: Shut up... and take my ******' MONEY!!!
#142
Posted 14 March 2017 - 05:12 PM
Nimnul, on 14 March 2017 - 03:16 PM, said:
Because the MadCat MkII is a BattleMech in lore so its not a Omnimech in the game.
#143
Posted 14 March 2017 - 05:21 PM
Because STDs, already competing with the cXL, is kinda worthless when the LFE comes into play
LFE would probably have little to no penalty on ST loss, because it's still fairly worse than the cXL, but significant improvements over the STD
Digital_Angel, on 14 March 2017 - 12:01 PM, said:
As someone who plays both, I thought the balance was pretty decent, but maybe this will let them unnerf the Clan DHS some without breaking balance.
cDHS are the same as isDHS, if you didn't know. Just smaller
LFE is also outright inferior to the cXL, but does obsolete the STD (which it already is for all intents and purposes)
LFF is absolutely terrible
It's half of what isFF is, and THAT is absolutely terrible, for half the cost.
AKA, Less than A THIRD of what cFF offers for the same cost (6% VS 12% VS 20%)
Of course, seeing what isFF is, it might be taken because there's free slots, even if it is completely underpowered VS the Clam option
Alpaca tank, on 14 March 2017 - 04:48 PM, said:
As a person who mainly uses clan mechs i would have preferred a lower heat shorter range laser version over something that reads like a reskinned pulse laser.
That being said MAD CAT MKII, i am so excited!!!
10 dam
7 heat
270M
That's the cHML
They didn't mention burn times, but you can expect them to be higher than ERs
#144
Posted 14 March 2017 - 05:23 PM
"Clan Star Adder developed the family of [/color]Heavy Lasers in 3059 as a way of packing more punch into a relatively small package. All Heavy Lasers, however, build a tremendous amount of heat and interfere with a 'Mech's sensors. Only the Clans use Heavy Lasers."
"Pulse lasers differ from traditional laser weaponry, in that instead of firing one powerful beam, they maintain several laser beams fired off in quick succession. While offering an overall increased rate of fire, the heat output also increases accordingly. Pulse lasers increase damage because they allow vaporized armor to dissipate from the location of damage. This allows subsequent pulses to reach the target area without being diffused by the vapor.
Pulse lasers were initially developed for use by the SLDF during the Star League Era(2450). Like much of the advanced technology of the period, the ability to make pulse lasers was lost to the Inner Sphere during the Succession Wars. It was only with the discovery of the Helm Memory Core that the various Inner Sphere powers could reproduce the technology. Clan pulse lasers, perfected by Clan Nova Cat during the Golden Century, were developed from the original Star League era models and tend to weigh less and shoot farther then comparable Inner Sphere models.
Both the Inner Sphere and Clans use the three most common size of pulse laser (Small, Medium, Large). The Clans also use the Micro Pulse Laser, created by Clan Smoke Jaguar before their Annihilation."
More specifically it looks like they have similar ranges but the Heavy versions have a higher Damage value and higher heat. For example, in TT the small Pulse does 3 dmg and the small Heavy does 6!
It will be ideal on mechs that are hardpoint-starved, trying to maximize their dmg output.
Edited by MovinTarget, 14 March 2017 - 05:31 PM.
#145
Posted 14 March 2017 - 05:52 PM
#146
Posted 14 March 2017 - 05:55 PM
#147
Posted 14 March 2017 - 06:06 PM
#148
Posted 14 March 2017 - 06:11 PM
There is nothing else in the game like a HAG 40. It would either be super OP or be a weird slow stream fire with a high charge time and slow cool down making them effectively useless.
#149
Posted 14 March 2017 - 06:18 PM
Edited by Unendingmenace, 14 March 2017 - 06:26 PM.
#151
Posted 14 March 2017 - 06:26 PM
...then I wake up.
#153
Posted 14 March 2017 - 06:33 PM
#154
Posted 14 March 2017 - 06:34 PM
#155
Posted 14 March 2017 - 06:38 PM
Okay, read it.
Well now it all makes sense. I felt like PGI had been completely ignoring IS mechs and their short-comings. Then they said they were removing all specific weapon quirks with the new skill tree system which completely stumped me. But now I get it... this new tech should help so much. The light FF, and Light Engine alone is a huge help. We'll see how it all actually plays out.
Looking forward to it and the new mechs!
#156
Posted 14 March 2017 - 06:42 PM
Templar (the Primary, Alpha, Bravo, and Charlie variants use almost all of the tech in this pack).
Fafnir (the standard carrier for the HGR).
Sagittaire (it's the TRO: 3067 cover mech and its base variant basically requires the TC).
Raven 4L (There isn't a mech that's more synonymous with stealth armor).
Blood Asp (What do you get when you combine ATMs with Heavy Lasers? The most OP mech ever.)
#157
Posted 14 March 2017 - 07:09 PM
Sidefire, on 14 March 2017 - 04:37 PM, said:
Edited by Mjr Disaster, 14 March 2017 - 07:12 PM.
#159
Posted 14 March 2017 - 07:41 PM
#160
Posted 14 March 2017 - 07:48 PM
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users