Navid A1, on 21 July 2023 - 09:43 PM, said:
Nope. Not a typo. That's 260+20 = 280% Velocity for MRM10s
The quirks will make the MRM's velocity on par with the 4 LPPCs. I'll have to pickup the Belial during the science sale and try it out.
Navid A1, on 21 July 2023 - 11:00 PM, said:
Yes, but what in this game has 100% Range?
More realistically, if a mech has a 10% range quirk, and you full skill range nodes for an additional 15%, that's going to be 25% total which:
transforms 0-89 meters to 0-111
and 90-540 to 112-675
I don't know if it's how the weapon is coded or a programing limitation but I wish the minimum range would just be a static value regardless of range quirks. Make a unique quirk specific for weapon minimum ranges instead.
Maybe PGI could make a flea with a HPPC with a quirk that makes it do double damage under 90m and exponentially fall off from 90m - 1080m. Call it the Inverted Bellybutton.
Navid A1, on 22 July 2023 - 08:26 PM, said:
odd. That quirk was supposed to be medium laser family, not just cERML
+1
Rebel Ace Fryslan, on 23 July 2023 - 04:36 AM, said:
[MATCHSCORE] And changes going to happen to matchscores
Supportive and tactical fights do not get a fair amount of matchscore.
For example, being a light is already going to give lower matchscore.
If you serve a role as doing caps in an assault/conquest game.
or grabbing batteries
You will always get a low score and a negative tier score.
This is DUMB
I would love a more role based scoring system but damage makes the c-bills and matchscore unfortunately. I had tons of fun playing a harassing FLE-19 the other night, making the big boys turn around only to get cored by my team is rewarding. However, had to pay for my shenanigans with my PSR LOL