I'd say Cyclops for a command assault and the Charger for a recon assault.
http://www.sarna.net/wiki/Charger
If I'm right though
Assault
Light - Jenner
Medium - Hunchback
Heavy - Dragon
Assault - Atlas
Defence
Light - Commando
Medium - Centurion
Heavy - Catapult
Assault - Awesome
Scout
Light - Raven
Medium - Cicada
not sure of the rest but Cyclops and Charger would be likely for the other two Assault weight classes.
1
Tweetchat Round-up
Started by InnerSphereNews, May 17 2012 09:00 AM
30 replies to this topic
#21
Posted 17 May 2012 - 06:13 PM
#22
Posted 17 May 2012 - 10:54 PM
Why is the most important piece of information at the very end?
#24
Posted 18 May 2012 - 02:42 AM
WOOO....Beta is Coming!!!!
#25
Posted 18 May 2012 - 03:04 AM
Multiple joysticks, hells yeah
#26
Posted 18 May 2012 - 04:22 AM
Multiple monitors!
Yes yes yes yes yes yes yes.
Also favor the 'no damage transfer' from destroyed legs and arms it does not make sense in an game environment as presented in MW:O. It worked on TT fine to help with some things but this is a sim where you directly control the aim, negating the need for a roll-based table. Torso transfers: I can't say for sure but unless the left or right torso is 'removed' in a graphical and/or hitbox manner then the transfer will be needed to keep players from using a destroyed torso location as a shield of sorts.
Headhunting already seem to be balanced out a tad bit by FD's redesigns.
The matchmaking limits to come sound reasonable and what I was hoping for so far.
"Premium 'mechs" make me cringe but I will reserve judgement and hold confident that the devs will keep them fair somehow since they have stated they do not want a "pay to win" scenario playing out in the game.
Yes yes yes yes yes yes yes.
Also favor the 'no damage transfer' from destroyed legs and arms it does not make sense in an game environment as presented in MW:O. It worked on TT fine to help with some things but this is a sim where you directly control the aim, negating the need for a roll-based table. Torso transfers: I can't say for sure but unless the left or right torso is 'removed' in a graphical and/or hitbox manner then the transfer will be needed to keep players from using a destroyed torso location as a shield of sorts.
Headhunting already seem to be balanced out a tad bit by FD's redesigns.
The matchmaking limits to come sound reasonable and what I was hoping for so far.
"Premium 'mechs" make me cringe but I will reserve judgement and hold confident that the devs will keep them fair somehow since they have stated they do not want a "pay to win" scenario playing out in the game.
#27
Posted 18 May 2012 - 07:36 AM
I am thinking hero mech's will be the same as the same tier mech but you will be able to buy them for money, But they will not be part of the tech tree so they do not advance to the next tier mech. The point of them would be someone that wants to play with there friends in higher tier match's but dose not have the time to put in to xp there. That Is my hope on them. As WOT was mentioned in the question I would state there premium Tanks give a offset advantage of earning more credits then regular tanks I hope MWO is not like that. Aslo WOT premiums are weaker then equal tier tanks, I hope the mech's are balanced instead.
#28
Posted 18 May 2012 - 03:58 PM
This is good, I have two weeks of vacation coming up and I need to know when to take it.
#29
Posted 21 May 2012 - 12:56 AM
argh! i will be on vacation for two weeks, too. but won't have acces to "normal" internet (just my phone - and in the vacation area no 3G-net. ).
in general: sweet news. sounds great so far. i hope, my laptop will handel the game.
in general: sweet news. sounds great so far. i hope, my laptop will handel the game.
#30
Posted 25 May 2012 - 08:34 AM
Sooooonnnnnnnnnnnnnn!
#31
Posted 25 May 2012 - 04:47 PM
Wow from the sounds of it this game is going to be great.
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