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#21 Mason Grimm

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Posted 12 April 2012 - 03:19 AM

View PostLordDeathStrike, on 11 April 2012 - 08:25 PM, said:

wouldnt the dual cockpit training cyclops on sarna.....be a...........byclops


No, a byclops is one that will date both omni and standard mechs alike... Ohhhhhhhhhhhhhhhhhhhhh drumroll!!!!!

#22 Dihm

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Posted 12 April 2012 - 04:19 AM

View PostLordDeathStrike, on 11 April 2012 - 08:25 PM, said:

c3 fits in a module slot. master c3 for command unit, c3 slaves in the scouts (master weighs alot more obviously)

C3 is equipment. Equipment, like ECM and Beagle Probes, aren't being replaced with modules. We aren't exactly sure how a C3 network will work in MWO.

#23 verybad

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Posted 12 April 2012 - 11:25 AM

View PostDihm, on 12 April 2012 - 04:19 AM, said:

C3 is equipment. Equipment, like ECM and Beagle Probes, aren't being replaced with modules. We aren't exactly sure how a C3 network will work in MWO.


I'm thinking it may be essentially the same, and a module just frees up the tonnage and space. It's a perk to being a good, experienced commander.

Perhaps C3 will minimize targetting convergence time to the best in the link for the target as well. (Eg say a scout is on the target, and you're in an Awesome 500 meters away with a commander using C3 sharing the link for everyone , you get a link based on the scouts tdistance immediately, rather than having to wait,making you shots much more accurate and easy to get.

Kablooee! Then back to cover while you cool down.

A lot of the modues available seem to mimmick equipment available to mechs as tonnage rather than module stuff.

So, if your'e in a rush to get that capability without grinding the XP, or if your modules are full, and you want even MORE electronics goodiness, then you buy equipment in the store. Tonnage based equipment may be more powerful in capabilities than modules as well (we'll see)

Modules are something they can add more of later and would certainly be fun. Equipment is a more limited sort of stuff, and is limited by the canon.Though if well balanced, I doubt many people would complain at something added that's not in cannon, so long as it's plausible.

Edited by verybad, 12 April 2012 - 11:26 AM.


#24 Soviet Alex

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Posted 13 April 2012 - 02:42 AM

I'm with you both on this in terms of understanding what's been said so far. Modules = zero weight special abilities, limited by module slots & unlockable using XP. High-tech equipment such as C3 may mimick some modules' functions, but it requires tonnage, criticals, costs more C$ than the equivalent module, & will probably need Loyalty Points to unlock it. Also note that many of the modules suggested in Dev-Blog 4 cannot be duplicated with equipment. It all comes down to having 2 ways to get the same effect, & letting individual pilots choose how they develope. Like it. :)

#25 13Tradesman

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Posted 13 April 2012 - 03:42 PM

Whew...! Oh ya! The Cyclops was definitely one of my favorites from MW4 - lol I loved adding an assault laser to it .... the armor has always been shabby chic though with a low tolerance for pain. But I loved the weapon loadouts on it- kind of like summoner/ thor except as an assault mech; it has great versatility and as long as you don't try going toe to toe with 3 Storm Crows/Ryokens simulataneously you should be just fine on the battlefield-remember it's a superb command mech, not a ragnarok: make sure to add armor where it counts!

Cheers!

Edited by 13Tradesman, 13 April 2012 - 03:43 PM.


#26 trycksh0t

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Posted 13 April 2012 - 11:38 PM

CP-11-C Cyclops....I'll have 2 please!!!!!

Seriously, one of my favorite variants. Granted, it's a bit under-gunned and 12t of armor isn't a lot, but it's not supposed to need it, it's a command 'Mech. And oh, what a Command 'Mech it is...





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