Civil War Mech Pack Pre-Order!
#241
Posted 24 March 2017 - 06:53 PM
#242
Posted 25 March 2017 - 04:19 AM
#243
Posted 25 March 2017 - 08:20 AM
Tsuki Ookami vas Mugunghwa, on 14 March 2017 - 12:16 PM, said:
come on PGI, you know you want it, too
I like this idea and maybe give something a little more with it, items for buying all 4 as well as the discount. It would definitely help me to go in the deep for them. After all a sell is a sell and once you own them PGI has there money. Im thinking add 1 set of 20% items like the 10% ones usable on all mechs.
#244
Posted 25 March 2017 - 09:59 AM
Dee Eight, on 25 March 2017 - 04:19 AM, said:
Flamers and MGs were designed to be used against light vehicles and infantry, but we have them and they have been buffed to do more damage to mechs than they should, so chem lasers could be added. Really, I would rather have HAGs and ER Pulse Lasers than chem lasers though.
ThiefofAlways, on 25 March 2017 - 08:20 AM, said:
I like this idea and maybe give something a little more with it, items for buying all 4 as well as the discount. It would definitely help me to go in the deep for them. After all a sell is a sell and once you own them PGI has there money. Im thinking add 1 set of 20% items like the 10% ones usable on all mechs.
People complained about having to buy whole packs just to get the one mech that they wanted, so PGI started selling the mechs a la carte. Again people complained because a la carte was more expensive than buying the mech pack and did not come with any bonuses, so the compromise was to sell individual chassis packs at different levels of cost, all of which come with some sort of bonus items, (like the very popular Urbanmech pack).
#245
Posted 25 March 2017 - 10:55 AM
Edward Hazen, on 25 March 2017 - 09:59 AM, said:
Flamers and MGs were designed to be used against light vehicles and infantry, but we have them and they have been buffed to do more damage to mechs than they should, so chem lasers could be added. Really, I would rather have HAGs and ER Pulse Lasers than chem lasers though.
You just have to troll don't you ? Either that or you simply look at sarna entries, ignore the inconvenient facts (like exclusive to ONE clan or experimental prototypes only) and then post about how great it'd be to have them in this game. Flamers and MGs always did damage against mechs. Much more in CBT than they do in MWO. Chemical lasers were an alternative for combat vehicles which used Fuel Cell and ICE powerplants and didn't want to devote tonnage to power amplifiers. They are inferior to actual lasers though for anything with a fission or fusion powerplant...such as battlemechs. ER Pulse lasers were experimental weapons developed by Clan Wolf which just before the Refusal war and most of its developers became part of Clan Wolf-in-Exile...who didn't produce any of them as they had more important matters to deal with.
#246
Posted 25 March 2017 - 11:28 AM
#247
Posted 25 March 2017 - 08:15 PM
Dee Eight, on 25 March 2017 - 10:55 AM, said:
You just have to troll don't you ? Either that or you simply look at sarna entries, ignore the inconvenient facts (like exclusive to ONE clan or experimental prototypes only) and then post about how great it'd be to have them in this game. Flamers and MGs always did damage against mechs. Much more in CBT than they do in MWO. Chemical lasers were an alternative for combat vehicles which used Fuel Cell and ICE powerplants and didn't want to devote tonnage to power amplifiers. They are inferior to actual lasers though for anything with a fission or fusion powerplant...such as battlemechs. ER Pulse lasers were experimental weapons developed by Clan Wolf which just before the Refusal war and most of its developers became part of Clan Wolf-in-Exile...who didn't produce any of them as they had more important matters to deal with.
Fine, fine, leave out the chem lasers, I don't care much about them anyway. And ER Pulse Lasers....Wolf tech, I will pass, but HAGs... IS gets rotory ACs, why not HAGs for Clans?
#248
Posted 25 March 2017 - 08:42 PM
Edward Hazen, on 25 March 2017 - 08:15 PM, said:
Fine, fine, leave out the chem lasers, I don't care much about them anyway. And ER Pulse Lasers....Wolf tech, I will pass, but HAGs... IS gets rotory ACs, why not HAGs for Clans?
Most likely? Because PGI feels that it would be difficult to balance. I don't know that it would be that difficult, though; each one would fire a number of 5-damage slugs that sum up to the rating with a charge-up and appropriately long cool-down. Seems simple enough to me. They would straight-up obsolete the cACs (same reason I suspect PGI didn't put IS Light ACs in), but the cUACs already do that so I don't see any real issue.
#249
Posted 26 March 2017 - 07:03 AM
Edited by Dee Eight, 26 March 2017 - 07:06 AM.
#250
Posted 26 March 2017 - 08:12 AM
Dee Eight, on 26 March 2017 - 07:03 AM, said:
"Outside the timeline" has not stopped PGI before, normally, I would like to adhere strictly to the timeline, but it has been regularly tweaked in this game. I am curious, though to see how many of the currently confirmed equipment / weapons are not in full production / distribution in the "Civil War" timeline.
I need to start pestering until the Blood Asp (3060) is added to the upcoming Mechs, just like the MKII people though (to be fair, Kodiak pestering and Urban Mech pestering was successful).
Edited by Edward Hazen, 26 March 2017 - 08:15 AM.
#251
Posted 26 March 2017 - 09:35 AM
Dee Eight, on 26 March 2017 - 07:03 AM, said:
Precedent says this is not the case. If anything, they called it at 3067 because that allowed them to avoid the "hard" weapons.
#252
Posted 27 March 2017 - 01:06 PM
Edward Hazen, on 25 March 2017 - 08:15 PM, said:
Fine, fine, leave out the chem lasers, I don't care much about them anyway. And ER Pulse Lasers....Wolf tech, I will pass, but HAGs... IS gets rotory ACs, why not HAGs for Clans?
Could not find solid data for TT, but in the game ER pulse lasers might have roughly the same distance as regular lasers would (somewhere between corresponding ER and pulse versions) but would require the most heat of the three, probably close to the heavy version. So at roughly the same heat they would trade damage for range and pulse properties. Sounds pretty balanced and relevant to me, so why not?
Yeonne Greene, on 26 March 2017 - 09:35 AM, said:
And just what would be "hard" with those weapons? Clan RAC would take up more slots for somewhat more range. The HAG mechanics has been covered already, hardly anything imbalanced with that. Really not seeing any problems, only faction favouritism.
#253
Posted 27 March 2017 - 08:40 PM
Sniper09121986, on 27 March 2017 - 01:06 PM, said:
No problems to us people with functioning brains and systems analysis skills, but I can't speak for PGI.
As for faction favoritism, nah. Most of the crap getting added equalizes capabilities, including RACs. The only genuinely new capabilities are coming from ATMs and MRMs, maybe Rocket Launchers and Micro Lasers if you want to count gimmicks.
#254
Posted 28 March 2017 - 03:14 PM
#255
Posted 28 March 2017 - 03:53 PM
valt901, on 28 March 2017 - 03:14 PM, said:
Are any of these heroes going to have their names displayed in game instead of just the chassis name? The last two released heroes, the supernova and assassin, do not display in the hero name in-game. All other heroes released until now do. Is this a new trend or just an oversight (twice now) on a programmers part?
Edited by Pilotshark, 28 March 2017 - 04:07 PM.
#256
Posted 30 March 2017 - 04:29 AM
#257
Posted 30 March 2017 - 07:45 AM
ALSO....
There's the collector/ultimate pack rewards for owning both clan or IS packs of those 5% bonus cbill and 5% bonus xp standing and hanging items. Those items can be used on any mech you own of course, and their bonuses would stack with champion mech bonuses, omnipod set bonuses, premium time bonuses, hero/premium/special mech bonuses and the world champion tourney supporter bonus (which presumably will return when they announce this years world championships). All together you could achieve a 100% cbill bonus on selected mechs and a 102.5% XP bonus.
Premium time is a 50% bonus to cbills and xp.
Premium/Special/Hero/Champ mech specific bonus 30% to cbill or xp
tourney supporter 10% to cbill and xp
standing item 5% to cbill or xp
hanging item 5% to cbill or xp
omnipod set bonus 2.5% xp
Edited by Dee Eight, 30 March 2017 - 11:23 AM.
#258
Posted 31 March 2017 - 03:20 PM
#259
Posted 31 March 2017 - 03:24 PM
Rubberanvil, on 31 March 2017 - 03:20 PM, said:
Email support, they will take care of you.
#260
Posted 31 March 2017 - 03:37 PM
You know how to get right to my wallet...
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