#61
Posted 04 January 2012 - 02:44 PM
#62
Posted 04 January 2012 - 02:44 PM
#63
Posted 04 January 2012 - 02:59 PM
shadowvfx, on 04 January 2012 - 10:40 AM, said:
Very interesting.
Also, great idea with the module system. I'm hoping that this allows us to customize the HUD and layout of screens in our cockpits as well!
The C3 Master/Slave system is still a viable module because of the way it works - any unit in the C3 group fires at a target using the range modifiers of the closest unit. This is very useful for Long Range Missile barrages. Tie it in with NARC or Artemis IV Fire Control Systems and you have a lethal combination.
#64
Posted 04 January 2012 - 03:07 PM
#65
Posted 04 January 2012 - 03:32 PM
AWESOMENESS!
#66
Posted 04 January 2012 - 04:02 PM
#67
Posted 04 January 2012 - 04:33 PM
"Units – Any non-BattleMech present on the battlefield."
#68
Posted 04 January 2012 - 04:55 PM
#69
Posted 04 January 2012 - 06:02 PM
#70
Posted 04 January 2012 - 06:30 PM
#71
Posted 04 January 2012 - 06:43 PM
#72
Posted 04 January 2012 - 07:27 PM
This is shaping up to be the most comprehensive Mechwarrior game ever. Every little detail from the table top seems to be transfering over quite nicely.
#73
Posted 04 January 2012 - 08:00 PM
Thanks PGI, this is gonna be siiiiick.
#74
Posted 04 January 2012 - 08:21 PM
As for the module system, it sounds good on paper so i guess the REAL test is when it goes live.
Edited by Silent Sniper, 04 January 2012 - 08:26 PM.
#75
Posted 04 January 2012 - 08:29 PM
Dayuhan, on 04 January 2012 - 02:59 PM, said:
I fully agree with you Day but the only thing you need to keep in mind is to protect the mech which has the C3 Master on board
#76
Posted 04 January 2012 - 10:22 PM
#77
Posted 05 January 2012 - 05:08 AM
Edited by Nav, 05 January 2012 - 06:12 AM.
#78
Posted 05 January 2012 - 07:48 AM
#79
Posted 05 January 2012 - 07:58 AM
#80
Posted 05 January 2012 - 07:59 AM
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