List Of Things That I Miss That Were In The Game
#21
Posted 29 September 2017 - 05:18 AM
Old forest colony.
Quirks that gave flavor.
JUMP jets.
CW when it was actually about Community and being part of that communith; or even FP when we still had factions (i.e. I miss buckets) and the nerd politics that went along side.
#22
Posted 29 September 2017 - 05:34 AM
chucklesMuch, on 29 September 2017 - 02:03 AM, said:
Knowing if UAV's were friendly without pushing x
AnTi90d, on 28 September 2017 - 09:24 PM, said:
Directional map doritos for friendly mechs, so you'd know, at a glance, if one of your teammates was facing the wrong way in a firing line.. or when someone was about to walk in front of you.
These, these right here.
In MW2 and MW4, you could cycle the size of your radar. I want that for the minimap to be able to simulate the resolution of the old minimap (or just revert to the old minimap. I'd be fine with that...)
Differentiating friendly/hostile UAV , team mate direction facing and being able to judge distance on the minimap - all LostTech
#23
Posted 29 September 2017 - 05:41 AM
and mechs being able to survive more than 10 seconds while standing in the open
Quote
i dont miss that
PGI needs to crackdown more on FLPPD not bring it back.
instead of removing ghost heat on dual AC20 they should focus on making the AC20 a better singleton weapon
Edited by Khobai, 29 September 2017 - 05:46 AM.
#24
Posted 29 September 2017 - 05:44 AM
#25
Posted 29 September 2017 - 05:58 AM
Instant fire Gauss.
Remember beta Yellow Screen and when only one team dropped and won??
#26
Posted 29 September 2017 - 06:04 AM
#27
Posted 29 September 2017 - 06:17 AM
Odd Thomas, on 29 September 2017 - 05:58 AM, said:
Instant fire Gauss.
Remember beta Yellow Screen and when only one team dropped and won??
Instant gauss man. Made the highlander a wrecking ball.
I miss old forest colony where if you could convince people to rush through the water the fighting got INSANE.
I miss the days of no strikes and no seismic sensor. Flanking was even more legit back in the day when you could create chaos and eliminate mechs without them noticing you were there.
#28
Posted 29 September 2017 - 06:53 AM
Khobai, on 29 September 2017 - 05:41 AM, said:
PGI needs to crackdown more on FLPPD not bring it back.
instead of removing ghost heat on dual AC20 they should focus on making the AC20 a better singleton weapon
Crack down more on that thing which is hardly ever used except on Summoners in competitive?
Please.
And AC/40 has plenty of built-in drawbacks given the lack of range, lack of speed, and the fact that SRMs can slam far more damage into a single component.
#29
Posted 29 September 2017 - 07:37 AM
Quote
im not saying AC20s shouldnt be buffed. just that dual AC20 shouldnt have its ghost heat removed.
like I said, the AC20 should be turned into a powerful singleton weapon. You should just be able to use a single AC20 and have it be a decent threat. You shouldnt need to fire two of them at the same time.
my suggestion is to readd knockdowns and make 20+ damage weapons knock people on their asses. that gives the AC20 an advantage over the UAC20.
Quote
PGI has said that more than 30 PPFLD breaks the current armor system. so 40 PPFLD shouldnt be allowed regardless of what drawbacks it might have. PPFLD without ghost heat should be capped at 30.
Edited by Khobai, 29 September 2017 - 07:40 AM.
#30
Posted 29 September 2017 - 07:49 AM
Khobai, on 29 September 2017 - 07:37 AM, said:
Citation, please.
Also, I would somewhat agree with that for PPFLD at long range. Not at close-range, though. An SRM24A blast hits a single component for more than that. Toss in an AC or more tubes to enhance it. AC/40 is flatly undergunned by comparison.
But, hey, if AC/20 gets non-trivial range and velocity (e.g. 360 m range and 800 m/s) improvements, then by all means, leave the ghost.
#31
Posted 29 September 2017 - 08:39 AM
Khobai, on 29 September 2017 - 07:37 AM, said:
PGI has said that more than 30 PPFLD breaks the current armor system. so 40 PPFLD shouldnt be allowed regardless of what drawbacks it might have. PPFLD without ghost heat should be capped at 30.
But >100 damage Clan laser alphas are a-okay, got it.
#32
Posted 29 September 2017 - 11:27 AM
Edited by Vonbach, 29 September 2017 - 11:28 AM.
#33
Posted 29 September 2017 - 11:55 AM
Yeonne Greene, on 29 September 2017 - 07:49 AM, said:
Also, I would somewhat agree with that for PPFLD at long range. Not at close-range, though. An SRM24A blast hits a single component for more than that. Toss in an AC or more tubes to enhance it. AC/40 is flatly undergunned by comparison.
But, hey, if AC/20 gets non-trivial range and velocity (e.g. 360 m range and 800 m/s) improvements, then by all means, leave the ghost.
I know this is the wrong reason to oppose dual-AC/20 ghost heat ... but to me it's just wrong that a stock 3025 'mech, that is the King Crab, is supposedly "too much" for this game. That thing should be able to fire its main armament without penalty.
#34
Posted 29 September 2017 - 04:04 PM
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