C337Skymaster, on 19 May 2021 - 11:58 AM, said:
Patch Notes - 1.4.241.0 - 18-May-2021
#221
Posted 19 May 2021 - 12:22 PM
#222
Posted 19 May 2021 - 01:20 PM
Nomad One, on 19 May 2021 - 04:21 AM, said:
Its not. The first 8 were the ones identified to need the most help in terms of agility. The Atlas and Spirit Bear agility levels are best in class and much higher than the majority of the other assaults because of their brawl-centric roles, and in the case of the Atlas, low hardpoint heights.
#223
Posted 19 May 2021 - 02:34 PM
#224
Posted 19 May 2021 - 02:55 PM
Kestrel Atreides, on 19 May 2021 - 02:34 PM, said:
You can lower back armor, then put it back up again, as well. Looks like the invalidation defaulted to lowering back armor, for some reason, even though the new quirks are on the front. I wish I remembered what I had my back set at. I've just been maxing it and setting the rest on my arms.
#225
Posted 19 May 2021 - 03:03 PM
Kestrel Atreides, on 19 May 2021 - 02:34 PM, said:
#226
Posted 19 May 2021 - 04:18 PM
#227
Posted 19 May 2021 - 04:21 PM
#228
Posted 19 May 2021 - 04:33 PM
Elfcat, on 19 May 2021 - 04:18 PM, said:
#229
Posted 19 May 2021 - 04:35 PM
~Leone.
#230
Posted 19 May 2021 - 05:05 PM
Leone, on 19 May 2021 - 04:35 PM, said:
~Leone.
Edited by KursedVixen, 19 May 2021 - 05:06 PM.
#231
Posted 19 May 2021 - 05:20 PM
~Leone.
#232
Posted 19 May 2021 - 05:27 PM
Leone, on 19 May 2021 - 05:20 PM, said:
~Leone.
#233
Posted 19 May 2021 - 05:54 PM
Only i have a problem with IS Jenner armor (specifically Oxide)? The mech is marked as "invalid", when trying to redistribute the armor on the mech, 28 units of armor are lost. In my build, 12 points of armor were removed from the head (for all other components, I set maximum armor). After the patch, 28 (!) Points of armor are lost somewhere. I'm trying to distribute the armor as it was before (the head is 6 points, the rest of the components have maximum armor), but I don't have enough free tonnage for another 28 points of armor.
#234
Posted 19 May 2021 - 06:08 PM
Voice of Kerensky, on 19 May 2021 - 05:54 PM, said:
Only i have a problem with IS Jenner armor (specifically Oxide)? The mech is marked as "invalid", when trying to redistribute the armor on the mech, 28 units of armor are lost. In my build, 12 points of armor were removed from the head (for all other components, I set maximum armor). After the patch, 28 (!) Points of armor are lost somewhere. I'm trying to distribute the armor as it was before (the head is 6 points, the rest of the components have maximum armor), but I don't have enough free tonnage for another 28 points of armor.
The 'mechs gained free armor on the side torsos and CT, so the torso armor values will be higher than they were pre-patch. Theoretically, if you set the armor exactly as it was two days ago, you should have tonnage left over.
Edited by C337Skymaster, 19 May 2021 - 06:10 PM.
#235
Posted 19 May 2021 - 06:21 PM
C337Skymaster, on 19 May 2021 - 06:08 PM, said:
The 'mechs gained free armor on the side torsos and CT, so the torso armor values will be higher than they were pre-patch. Theoretically, if you set the armor exactly as it was two days ago, you should have tonnage left over.
People need to read other post
#236
Posted 19 May 2021 - 06:29 PM
The impressions of its mobility are very pleasant. Thank you!
I also managed to take part in three battles in the New Canyons. The first fight was terrible.
My expectations were met.
1) The game begins with the widest NASCAR on low terrain, because the top of the map is perfectly shot by snipers and covered lurmwarriors.
2) Now this map is intended for trench wars, at least at the initial stage of the battle, while there is a rapprochement with the enemy and until a significant advantage of one of the opposing teams is achieved.
But now I'm not ready to say whether I like the new map or not. More battles need to be fought. Perhaps over time, routes will be developed that will allow teams to get closer, without being exposed to the fire of snipers and brave Lurm Warriors. But now, battles are tied up haphazardly in the most unexpected places, simply because the players are not yet familiar with the new terrain.
I really liked the large number of new ramps. They give a lot of freedom of maneuver. True, all of them, one way or another, lead to the top of the map under the fire of snipers and lurmwarriors.
Anyway, thanks for updating the map. These are new experiences.
Interested in the fate of the old version of the map. Will it be available in the game or should we forget about it?
Edited by Voice of Kerensky, 19 May 2021 - 07:07 PM.
#237
Posted 19 May 2021 - 06:31 PM
Bolo Atari, on 19 May 2021 - 05:40 AM, said:
Isn't that what Sun-Tzu taught us?
Yes some people scouted it, still odd that one strip of high ground got almost no changes but the rest looked interesting.
**** Sun-Tzu.
#238
Posted 19 May 2021 - 06:43 PM
Voice of Kerensky, on 19 May 2021 - 06:29 PM, said:
The impressions of its mobility are very pleasant. Thank you!
I also managed to take part in three battles in the New Canyons. The first fight was terrible.
My expectations were met.
1) The game begins with the widest NASCAR on low terrain, because the top of the map is perfectly shot by snipers and covered lurmwarriors.
2) Now this map is intended for trench wars, at least at the initial stage of the battle, while there is a rapprochement with the enemy and until a significant advantage of one of the opposing teams is achieved.
But now I'm not ready to say whether I like the new card or not. More battles need to be fought. Perhaps over time, routes will be developed that will allow teams to get closer, without being exposed to the fire of snipers and brave Lurm Warriors. But now, battles are tied up haphazardly in the most unexpected places, simply because the players are not yet familiar with the new terrain.
I really liked the large number of new ramps. They give a lot of freedom of maneuver. True, all of them, one way or another, lead to the top of the map under the fire of snipers and lurmwarriors.
Anyway, thanks for updating the map. These are new experiences.
Interested in the fate of the old version of the map. Will it be available in the game or should we forget about it?
#239
Posted 19 May 2021 - 06:46 PM
~Leone.
Edited by Leone, 19 May 2021 - 06:54 PM.
#240
Posted 19 May 2021 - 06:52 PM
C337Skymaster, on 19 May 2021 - 06:08 PM, said:
The 'mechs gained free armor on the side torsos and CT, so the torso armor values will be higher than they were pre-patch. Theoretically, if you set the armor exactly as it was two days ago, you should have tonnage left over.
The problem is that I don't remember the exact amount of armor that was installed on the mech. I just remember that all the available armor was installed.
Thanks for the comment. Today I will try to do something, relying on the numbers that are given in the patch description.
KursedVixen, on 19 May 2021 - 06:21 PM, said:
I already read the whole topic, every message
But everywhere it is said that some 'Mechs have become "invalid" and what needs to be done to get them back into operation. Nowhere did I see any mention of such a problem that I had (28 points of armor were lost).
Although it is possible that something similar was discussed, but the language barrier prevents me. Moreover, some English-speaking people write in such an English language, the reading of which causes bleeding from my eyes Although, perhaps these people are not English speaking.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users