

Gondola Consumable For Slow Fatties
Started by Benjamin357, Jul 13 2018 12:56 PM
11 replies to this topic
#1
Posted 13 July 2018 - 12:56 PM
Tired of getting "left behind" in a 32kph Assault Mech? Use the Gondola Consumable Module to move at a cool 65kph halfway to the center of the map. Can only be used within the first 2 minutes of the match, and only if you have not yet moved substantially from spawn. You might actually do more than 50 damage in that 100 ton mech this round!
#2
Posted 13 July 2018 - 12:58 PM
If you are going 32 kph you did something very, very wrong in the mechlab.
#3
Posted 13 July 2018 - 12:59 PM
Spheroid, on 13 July 2018 - 12:58 PM, said:
If you are going 32 kph you did something very, very wrong in the mechlab.
I don't know, there's a certain guy I see in FP all the time with 32 KPH stalkers, and his 200 damage total per match seems to suggest he knows what he's doing. Maybe it's a new meta.
#5
Posted 13 July 2018 - 01:13 PM
Spheroid, on 13 July 2018 - 12:58 PM, said:
If you are going 32 kph you did something very, very wrong in the mechlab.
Or you bought an Annihilator and you don't have the money for a bigger engine yet (And even if you can you only get up to 48, which is still too slow).
#6
Posted 13 July 2018 - 01:17 PM
AncientRaig, on 13 July 2018 - 01:13 PM, said:
Or you bought an Annihilator and you don't have the money for a bigger engine yet (And even if you can you only get up to 48, which is still too slow).
You can make 48 work, and if you don't have the money to get a 300 class engine for your Annihilator, you should farm with other mechs until you do. Taking a 32 KPH mech into QP is suicide.
#7
Posted 13 July 2018 - 01:32 PM
I want a 'travel mode' added to the game actually. +100% speed up to 75kph when enabled, torso locked to forward position, and all weapons disabled. All weapons enter cooldown when exiting travel mode. This allows maps to be larger and allows slow mechs to keep up at the risk of having no defense if ambushed.
#8
Posted 13 July 2018 - 01:56 PM
All current maps design take into account possible min-max mechs speed, idea looks good on paper but i doubt PGI would introduce it.
#9
Posted 14 July 2018 - 08:57 AM
Nightbird, on 13 July 2018 - 01:32 PM, said:
I want a 'travel mode' added to the game actually. +100% speed up to 75kph when enabled, torso locked to forward position, and all weapons disabled. All weapons enter cooldown when exiting travel mode. This allows maps to be larger and allows slow mechs to keep up at the risk of having no defense if ambushed.
That's actually an optional rule in TT for Mechs to run extra fast at the cost of additional heat build up and disabled weapons. Kind of like masc without masc
#10
Posted 14 July 2018 - 12:47 PM
Eisenhorne, on 13 July 2018 - 01:17 PM, said:
You can make 48 work, and if you don't have the money to get a 300 class engine for your Annihilator, you should farm with other mechs until you do. Taking a 32 KPH mech into QP is suicide.
Not if you're the Stock Urbie! Urb4life. On a serious side I find even fast assaults at 64kph to be way to slow. I like a nice mix of speed,mobility and weapons on my mechs so i'm usually in a light.
#11
Posted 14 July 2018 - 01:25 PM
Eisenhorne, on 13 July 2018 - 01:17 PM, said:
You can make 48 work, and if you don't have the money to get a 300 class engine for your Annihilator, you should farm with other mechs until you do. Taking a 32 KPH mech into QP is suicide.
Half the fun of anni is going 32 kph and to be honest , the probability of dying because you were a slow straggler picked off , is about the same as death by lurms or backstabbing . It does not happen often .
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