Countdown To Civil War Mech Release July 18Th
#321
Posted 17 July 2017 - 05:40 AM
Much appreciated!
#322
Posted 17 July 2017 - 06:05 AM
#323
Posted 17 July 2017 - 12:44 PM
#324
Posted 17 July 2017 - 02:40 PM
Gas Guzzler, on 16 July 2017 - 11:07 AM, said:
Going to put more standoffish builds on that one.. I think 2 HLL 2 HML and ECM with like 17 DHS or so is feasible.. I know its a lot of facetime, but the damage...
Yeah might work. But my issue is why use the mech? you could put that on a medium and be faster, more armor, more everything basically. Heavy hitter for a FP deck with little tonnage I guess, but that really isn't enough. Plus they should just change FP drop deck limits.
#325
Posted 17 July 2017 - 02:50 PM
Widowmaker1981, on 17 July 2017 - 01:14 AM, said:
Lol.
Thats the same heat as 2xLPL 5xERML.
Enjoy melting into a puddle.
Should run about as hot as the HBK-IIC then. If its too much I can just drop to 2 ER MLs and save a little heat.
Could also do 8 MPLs or 4 ATM6s.
dario03, on 17 July 2017 - 02:40 PM, said:
Yeah might work. But my issue is why use the mech? you could put that on a medium and be faster, more armor, more everything basically. Heavy hitter for a FP deck with little tonnage I guess, but that really isn't enough. Plus they should just change FP drop deck limits.
Yeah that is true... Its smaller than a medium I guess, but yeah, may as well.
Edited by Gas Guzzler, 17 July 2017 - 02:49 PM.
#326
Posted 17 July 2017 - 03:10 PM
Is the over-the-head missile launcher still there? or did that get broken somehow? Still watching the NGNGTV live-stream recording so havnt gotten to the Uziel preview yet....
#327
Posted 17 July 2017 - 03:15 PM
Gwydion Ward, on 17 July 2017 - 03:10 PM, said:
Is the over-the-head missile launcher still there? or did that get broken somehow? Still watching the NGNGTV live-stream recording so havnt gotten to the Uziel preview yet....
I hope the launcher is still there, it is not the Uziel without it.
#328
Posted 17 July 2017 - 03:18 PM
Gwydion Ward, on 17 July 2017 - 03:10 PM, said:
Is the over-the-head missile launcher still there? or did that get broken somehow? Still watching the NGNGTV live-stream recording so havnt gotten to the Uziel preview yet....
It is, just not in that GIF. I'm looking forward to the over-the-head PPC / LPL fun, personally
[Edit] What's one more Uziel picture? Heh
[/Edit]
Edited by Jay Leon Hart, 17 July 2017 - 03:34 PM.
#329
Posted 17 July 2017 - 03:57 PM
PGI has QA?
i thought that was our job
Edited by chaothulhu, 17 July 2017 - 03:57 PM.
#330
Posted 17 July 2017 - 05:49 PM
#331
Posted 18 July 2017 - 12:02 AM
W E N D I G O, on 17 July 2017 - 03:55 PM, said:
Yes... I also noticed this.. this.. awful walking animation. It looks as hideous as funny.
MC Mk2 is somewhat an iconic mech and it should just stomp with a grace - in the end it is a CLAN tech and now it walks like unsuccessful prototype from the beginning of the Battletech era. :/
#332
Posted 18 July 2017 - 02:07 AM
StormDll, on 16 July 2017 - 11:24 PM, said:
And then there is the Daish:
To start positive, a 100 ton mech with such a small engine cap (relatively) is not need of defensive quirks. The crit reduction on Assaults is a good move, so the mech cannot make something out of its strucure and weapons after the armor is breached.
0% crit reduction (0+0 from the skill tree, because not maxing survivability tree is a waste here) is ok to keep it operational.
blah blah blah.
And Torso Yaw: 60 °
If your point is that the DireWolf needs a big survivability quirk bonus then I am completely with you. Currently it gets torn apart under focus fire, sometimes without even its own weapons once.
Just not sure if I understand the double negatives right. Why would you not max survivability on the Dire?
The base values are high, so the yeld per skill point is decent.
#333
Posted 18 July 2017 - 02:49 AM
#335
Posted 18 July 2017 - 05:04 AM
cougurt, on 18 July 2017 - 04:57 AM, said:
Indeed. The ones I most remember were the Summoner's arms pointing higher than it could shoot, leading to arm lasers coming out at hilarious angles... There was the Breakdancing Cauldron Born (miss that one...) And they've fixed a number of walking animations in the past, though I can't recall any specifics...
It's entirely possible, that the MKIIs animation was set where it is, knowing that IK was coming back (soon^3™), which may make it less awkward? Though, honestly, I have no idea what you're talking about... Looks fine to me... If anything the Annihilator looks like the kid from A Christmas Story, waddling out in too much winter clothing
Edited by Twilight Fenrir, 18 July 2017 - 05:08 AM.
#336
Posted 18 July 2017 - 06:32 AM
Zergling, on 18 July 2017 - 02:49 AM, said:
1)https://mwomercs.com...ning-animation/
2)https://mwomercs.com...33#entry5831033
3)https://twitter.com/...169658746425346
#337
Posted 18 July 2017 - 07:01 AM
#338
Posted 18 July 2017 - 03:07 PM
W E N D I G O, on 18 July 2017 - 05:23 AM, said:
That is walking with those type of legs. Not saying it should be like this. Not saying this is the best there is or could be. But saying this is much better than what MWO offers. I was never too fond of the avianoid walking animations here, but this sliding MCII just was shouting "no effort at all". Don't want to approve this by throwing money at the people behind this. Not trying to convince anyone, just providing insight into my argument.
That being said, good for you that you are ok with what you will get. Have fun and enjoy it. Not trying to take that away from anyone.
Okay, wow, now that I've actually seen the MKII walking in game... that is hilariously bad o_o I rescind my "I don't mind it"
I suspect they raised the stance so the Annihilator wouldn't look so tall, which forced them to use that animation...
Edited by Twilight Fenrir, 18 July 2017 - 03:20 PM.
#339
Posted 13 May 2018 - 07:57 PM
Edited by Nightbird, 13 May 2018 - 07:59 PM.
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