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Falconeer
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Reply #2905 on: April 29, 2013, 02:24:46 AM

6 PPC Awesomes are now in play.  It's just as silly.


A 4 PPC 'mech deals 120 *pinpoint* and not-over-time dmg in 6 secs. (fire -3s - fire -3s fire). It's ridiculous.
A 5 or 6 PPC 'mech on the other hand... well... fuck that bullcrap.

Ironwood
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Reply #2906 on: April 29, 2013, 03:00:11 AM

To be honest, they're bad, but having them supported by Riflemen with AC20 (fuck you, I ain't calling them Jagermechs) and Cataphracts with 2 Guass and 3 Ravens or Jenner mounting PPCs, it's just all fucking clownshoes silly.

Also, you look at Sams video and look at how they play and how much punishment and fun can be had, and then compare and contrast what happens at the moment when, on Forest Map, I got some Cunt shooting me seconds after I'd started up and tore my shoulder to bits.  Same with River city.  You literally CAN'T move in predictable ways or pop any part of yourself out at Any Range or you WILL get uttery fucking smashed.

I don't mean to sound like some Bad Player who's just moaning for the sake of it, but here's the upshot :  If I'm on a team with a lot of PPC/Guass/AC20, I might win.  If I'm facing a team that has more of that than us, I'll lose.  Sure, being good and sensible comes into it, but not to a great extent.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Arthur_Parker
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Reply #2907 on: April 29, 2013, 03:06:09 AM

I haven't logged in for over a week, I find no enjoyment in it, in it's present form.
Ironwood
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Reply #2908 on: April 29, 2013, 03:17:26 AM

Someone on the forums suggested the Hardpoints be changed to take weapon size into account, a la MW4.

While I hated MW4 with a passion, I do find it stupid that Machine Gun Light Mechs can mount AC20s.  This change would help and minimise the amount of LARGE WEAPONS FOR THE WIN nonsense.

Something I will ponder, but at the moment I'm grasping on behalf of PGI as to how to 'fix' it.

Christ, you know it's bad when Arthur ain't on.


Edited to Add :  Also, when I used to play TT you BLEW UP when you got too hot.  Not seen anyone do that much, unless it was an Ammo Cook Off.  What's up with that ?  Bring Back People Exploding, Bitches.
« Last Edit: April 29, 2013, 03:23:22 AM by Ironwood »

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Arthur_Parker
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Reply #2909 on: April 29, 2013, 03:57:12 AM

They can't undo state rewind as people know the weapons work now, so will just learn to adjust their aim when using them and bitch about it.  They could screw aiming when jumpjetting, it makes sense, either wobble or reduce aiming adjustment speed whatever, but that won't fix the main issue.

Short of completely redesigning the larger maps, which would help a bit, they could dramatically increase shorter range weapon damage, srm's, mediums and (smalls especially need it) and lower their heat.  Or lower damage from long range weapons and up their heat (that won't affect gauss though).  Failing that they need to up armour across the board so the lower heat output, more dps from shorter range weapons has time to win out over crappy boated ppc builds.

Little of it is likely to happen though in my opinion as they don't seem to see the problem, the worst thing they did was reward boring gameplay, that's going to be incredibly hard to fix.
« Last Edit: April 29, 2013, 03:58:49 AM by Arthur_Parker »
Falconeer
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Reply #2910 on: April 29, 2013, 05:18:40 AM

Without comparing too much Mechwarrior to Battletech, I am trying to go back into the roots of the game and see what's not working. Obviously, aiming is part of the problem as in the tabletop there was always room for the random factor which could somehow balance things and weapons better than PGI seem to be able to do.

But more than that, I think that one of the most important parts of the original concept is that you are not really supposed to shoot alphas after alphas, and managing your heat is not only important (it is in MWO too), but it is actually critical since your very first shot cause in most 'mechs even a single alpha strike was going to leave you panting for some time. Even more importantly, an alpha strike was more likely going to give you some 'debuffs', which is what is totally missing in MWO, so as long as your engine stays on you are free to shoot as much as you like, or much more than originally intended anyway. This is really not OK.

I remember before Double Heat Sinks came into play in MWO so many were complaining because they couldn't build "heat neutral" 'mechs, meaning a 'mech that can dish out stable dps with _all_ its weapons. Basically, a 'mech that could shoot alphas over alphas. Now while that should be absolutely possible by design (as long as you load little weaponry) the problem to me is that in order to reduce what was considered -from an action videogame perspective- an unfun mechanics (having to wait before firing again), they went too far and opened the gates for what we have now: the natural regulator that is heat has been nerfed to a point where overall damage is out of control, and boosting armours across the board wouldn't help while nerfing damage would break other things. Heat is the defining stat of Battletech and what makes it into a great strategy game, it's just myopic to nerf that aspect in MWO.

I think they should redesign the way heat is generated and dissipated, and put a real "cost" on unloading all your weapons at once, especially when they are the most powerful ones. That should be some sort of a final measure, and something you can only afford once in a while, not the norm. But yeah, we all know this is probably not gonna happen.
« Last Edit: April 29, 2013, 05:36:47 AM by Falconeer »

Ironwood
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Reply #2911 on: April 29, 2013, 05:22:10 AM

Quite.  A situation made worse by Coolant.  Coolant was lame in MW3 and it's lame here.

I want to see hot mechs EXPLODING.

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Falconeer
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Reply #2912 on: April 29, 2013, 05:45:46 AM

Also, while PPC was not fun to use when the travel time was slow, maybe slowing it down again a little would help. It would make them inevitably less precise.

Samprimary
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Reply #2913 on: April 29, 2013, 06:04:20 AM

They just failed to see what the inevitable application of long range high alpha was going to be once they put in state rewind, put in larger maps, etc.

Same thing happened in MW4 in a very short amount of time. Pinpoint damage at high range with large weapons. Congratulations! You have Solved the Game Equation.

I ran a Daishi with 4 Clan ER Large Lasers and 3 Clan Gauss Rifles. It was effectively the solution to everything forever always.
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Reply #2914 on: April 29, 2013, 06:34:30 AM

They should make shutdowns last a lot longer.  Also bring back consequences for overheating.

I'm one of those who loves to make a heat-neutral 'mech.  HOWEVER, I do that at the expense of weapons.  In table top it's a viable plan to have a trade-off between a high alpha and a more moderate but sustained rate of fire.  Something like the Thug 13-K cripples itself to fire all its weapons.  It's a terrible 'mech in table top.  It's standard fare in MWO.

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Slayerik
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Reply #2915 on: April 29, 2013, 07:20:00 AM

Yeah, I'm enjoying the game less and I was a huge fan. Highlander is just bad for the game. Right now, ballistics/PPCs are just stupid. I was running a fast TBT-7K the other night on Forest colony, and any place that didn't have cover I was watching the insane amount of PPCs and Gauss/AC20 fire wissing by me. Took enough damage where I had to cower behind a hill like a scared little girl. I couldn't even try to reposition. I just pop-tarted the round away on anything that got close. ZZZzzzzz

And about the 6 PPC awesome, I was runnin' that before it became cool (literally, before the coolant made it even more viable). Just for the record. ;)

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Ironwood
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Reply #2916 on: April 29, 2013, 07:44:44 AM

I seem to remember from my TT days that a single PPC generated 10 heat and at 30 heat you blew up.

I hate to go on about this, but a SIX PPC MECH SHOULD BLOW UP.

Edit :  Yeah -



While that's from the D20 rules adaptation, it's interesting how harshly you are punished for overheating.  14 heat before you can restart ?  Stick that in MWO and see how many use 6 PPCS.  You'd better make that shot count, or that brawler will savage you.  And, yes, PPCs are 10 a piece, so he'd really be fucked.
« Last Edit: April 29, 2013, 08:20:08 AM by Ironwood »

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Lantyssa
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Reply #2917 on: April 29, 2013, 08:19:57 AM

You had the round to dissipate it, but if your heat scale was up at the beginning of the turn it had all kinds of impact... like slowing to a crawl, fucking with your aim, or blowing up.

I really don't know why PGI fucked with this aspect of things.  It was a simple scale, but it's what balanced out all the 3025 weapons, and became even more important with the introduction of the 3050+ stuff.  Its only drawback was running so hot the pilot could fry themselves.

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Reply #2918 on: April 29, 2013, 08:27:57 AM

You had the round to dissipate it, but if your heat scale was up at the beginning of the turn it had all kinds of impact... like slowing to a crawl, fucking with your aim, or blowing up.

I really don't know why PGI fucked with this aspect of things.  It was a simple scale, but it's what balanced out all the 3025 weapons, and became even more important with the introduction of the 3050+ stuff.  Its only drawback was running so hot the pilot could fry themselves.

Yeah, I think I'll take a break as well until they promote more varied game play
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Reply #2919 on: April 29, 2013, 08:28:31 AM

Because they wanted to cater to shooters fans, and even in its actual state lots of people I know dropped it almost instantly because: "What the hell is this heat bullshit? I wanna shoot let me shooooot!", so they made the most strategically important part of the game more market-friendly.

Ironwood
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Reply #2920 on: April 29, 2013, 08:52:46 AM

And now, like almost every shooter before it, it's turned in a game of 'lame camping faggots' which I believe was the preferred, though not PC, term in my day.

 awesome, for real Heartbreak ACK!

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Reply #2921 on: April 29, 2013, 09:15:11 AM

Because they wanted to cater to shooters fans, and even in its actual state lots of people I know dropped it almost instantly because: "What the hell is this heat bullshit? I wanna shoot let me shooooot!", so they made the most strategically important part of the game more market-friendly.

Partially, yes.  However, if fan anecdotes are to be believed, one of the Devs is a little too into playing and making decisions on his own experiences in the game vs. looking at widespread data.  i.e. I saw one where "Brian was so pissed about ballistic impact affecting his aim they toned it down."

If true that's pretty damning and shows the game is going to head in even dumber directions quickly.

I'll say that if I die and start skipping through my team to see what weapons we have, I know the game is a loss if I see any MLas at all.  That shouldn't be happening.

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Shannow
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Reply #2922 on: April 29, 2013, 09:16:01 AM

Because they wanted to cater to shooters fans, and even in its actual state lots of people I know dropped it almost instantly because: "What the hell is this heat bullshit? I wanna shoot let me shooooot!", so they made the most strategically important part of the game more market-friendly.

Having a tutorial system that could teach people that ....

Wait does MWO even have a tutorial?

Muthersuck are PGI a bunch of fucking idiots. I'm going to email them to suspend my founder premium time...lets see what they say.

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Samprimary
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Reply #2923 on: April 29, 2013, 09:36:47 AM



MWO hit that sweet spot of golden fun and it was really enjoyable, and it's why we care as much as we do that the meta hardshifted after lrmpocalypse and turned the game really unfun. A 90 ton JJ-capable mech came out at the same time that gauss and ppc got state rewind. A game about stompy robot fight has become a game of stompy robot cower timidly from torso erasing pinpoint long range alphas.

This should be (and was) a game about juggernauts pushing forward and getting into glorious skirmishes. Today, skirmishing is losing. You can't close ranks with an organized enemy. Brawlers are obsolete, because even if you are slightly better at doing damage close range, your enemy is dangerous at nearly any range and will concertedly delete you with a couple of volleys if you try to cross over to where they are.
« Last Edit: May 03, 2013, 08:22:56 AM by Samprimary »
Falconeer
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Reply #2924 on: April 30, 2013, 04:48:12 AM

So yes, the new keyword seems to be "hardpoint sizes". Wouldn't it actually be a good idea? It would also help differentiate 'mechs a lot, which is something will be even more necessary when there will be lots more than the actual bunch. Not to mention that it would help matching the stuff visible on a 'mech model with what you can actually mount there. Wouldn't it be a great idea?

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Reply #2925 on: April 30, 2013, 06:13:50 AM

On the one hand I hate such restrictions.  On the other, something has got to give.

I'm just worried it'll make some already iffy 'mechs useless if they aren't careful.

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Ironwood
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Reply #2926 on: April 30, 2013, 06:37:27 AM

So yes, the new keyword seems to be "hardpoint sizes". Wouldn't it actually be a good idea? It would also help differentiate 'mechs a lot, which is something will be even more necessary when there will be lots more than the actual bunch. Not to mention that it would help matching the stuff visible on a 'mech model with what you can actually mount there. Wouldn't it be a great idea?


Something I'd already mentioned in my post above and, frankly, something I think should be given serious consideration.

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Reply #2927 on: April 30, 2013, 07:12:03 AM

While that's from the D20 rules adaptation

There was a D20 ruleset?!?!?

Damn how the hell did I miss that? Presumably it wasn't published by FASA but by WotC?
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Reply #2928 on: April 30, 2013, 07:34:15 AM

You missed that because it's shit like everything d20?

Lantyssa
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Reply #2929 on: April 30, 2013, 08:08:21 AM

Never heard of the d20 ruleset.  In the old rules:

05 -1 MP
08 -1 to-hit
10 -2 MP
13 -2 to-hit
14 shutdown
15 -3 MP
17 -3 to-hit
18 Shutdown
19 ammo
20 -4 MP
22 ShutDown
23 Ammo
24 -4 to-hit
25 -5 MP
26 SHUTdown
28 AMMO
30 SHUTDOWN

If the Life Support has taken a hit, the pilot suffers damage at 15 and 25 heat.

Shutdown 'mechs are subject to aimed shots, cannot make piloting rolls, and can only restart if they pass the avoidance roll during the next heat phase.  (ie, they are out at least a full turn)

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Reply #2930 on: May 03, 2013, 06:17:15 AM

Official word on weapon rebalancing. Big change to Beagle Active Probe and as a result BIG change to ECM. But, hmmm.... no mention about the most recent long range hell.  This is weird as the boards are on fire and the are clearly losing customers.

Quote
Update: SOME numbers, and a target date.

Machine Guns
MGs are getting their damage doubled to 0.08/shell.
MG range is going to be 120m and they will fall off to 0 damage at 240m.
MG Spread will remain unchanged for the moment.

LB10-X has had it's cone of fire reduced by 20%, giving it a bit more focused punch through it's travel space.

LRM speed will be increasing from 100m/s to 120m/s. This equates to about 5-10% more missiles hitting a moving target and it's quite a bit harder to dodge LRMs.

AC/5
After reading my last post, I think I was smoking something other than a cigarette when I said AC/5 damage would be changing. AC/5 damage is NOT changing. Their range however is increasing from 540m out to 620m.

NARC is going to have its firing distance increased as well as it's duration. This is still undergoing testing and will have numbers for you when they're ready.

BAP
Now here's the biggie. BAP is meant to increase your sensor range by amplifying your sensor systems. It allows you to get detail targeting information faster and also allows you to detect nearby shutdown Mechs. Yeah? So?... well...

BAP will now negate ECM within 150m (tuning number) of the enemy. Negate? What 'chu talkin' 'bout Paul?

If Mech X has BAP, and Mech Y has ECM, and Mech X gets within 150m or less of Mech Y, Mech Y loses all effects of ECM. It is a 100% counter to ECM. Mech Y is now vulnerable to LRMs/S-SRMs as long as Mech X stays within 150m. Any friendly Mechs to Mech Y will no longer be shielded until Mech X leaves the 150m area around Mech Y.

ECM is now a long range Mech item. A scout can now use it to remain hidden from LRMs while performing their job. A LRM/command Atlas can rain down death while maintaining LoS on their distant targets without worries of LRMs coming back at them.

ECM is now getting a dedicated hardpoint that works just like AMS. It will be located in a dedicated component such as the right or left torso.

ECM will also no longer mess with friendly IDF markings so you always know who's friend and foe.


Missile Update:
Missiles are coming along. A lot of stuff has been rewritten and we have to test and retune numbers to get them ready to be released back into the live game. So far LRM's are looking really good and SRM's are soon to be addressed as well. As of this writing we're putting the final numbers on LRMs so they'll be ready for large scale testing very soon.

DATE: All of the above is expected to be released in the May 21st patch.
« Last Edit: May 03, 2013, 06:19:43 AM by Falconeer »

Slayerik
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Reply #2931 on: May 03, 2013, 07:06:46 AM

So basically, not really looking at the real problems the game faces. I tried to play a few games last night. Every enemy I locked had LLs, dual gauss, dual AC20, PPC/ERPPC boats

Done until it's tweaked.

"I have more qualifications than Jesus and earn more than this whole board put together.  My ego is huge and my modesty non-existant." -Ironwood
Ironwood
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Reply #2932 on: May 03, 2013, 07:36:41 AM

In fairness, an LRM boost would really help, coupled with some of the electronic warfare stuff.

But yeah, it's not getting to the core of the problem.

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Merusk
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Reply #2933 on: May 03, 2013, 10:45:09 AM

They won't suspend premium time, so don't bother asking like I did.

Ed: They're fixing problems from 3 patches ago.  So come back in 4 months and you might see a difference.  Clearly a quick turnaround on design challenges is not the team's strong point.
« Last Edit: May 03, 2013, 10:48:27 AM by Merusk »

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Reply #2934 on: May 03, 2013, 11:55:35 AM

They won't suspend premium time, so don't bother asking like I did.

Ed: They're fixing problems from 3 patches ago.  So come back in 4 months and you might see a difference.  Clearly a quick turnaround on design challenges is not the team's strong point.

They have strong points?

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Falconeer
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Reply #2935 on: May 03, 2013, 02:23:02 PM

Quote

2013 MAY CREATIVE DIRECTOR UPDATE

Spring is here, and with it lots of cleaning.  The MWO team spent the latter part of April focused on fixing bugs, balancing weapons, and enhancing existing features.  The fruits of our labors will begin to show up in both May patches.  During the month of May we plan to reveal more details about Community Warfare and UI 2.0, and giving you some first looks at some upcoming content.
New Content:
`Mech of the Month – Blackjack (21st)
Hero `Mech of the Month – Misery (7th)
Champion `Mech of the Month – Jenner JR7-D© (7th)
New Patterns – Buccaneer (7th) and Cobra (21st)
New Cockpit Items – BattleMech Statues (7th)
New Modules – Seismic Sensor, UAV, Advanced UAV. Improved UAV, and UAV Upgrade (21st)
New Map - Canyon Network (21st)
Canyon Network

Canyon Networks is the latest map to enter the MechWarrior Online universe.  Deep ravines and long sheltered paths are ideal for speedy scouts, but beware - there could be an ambush waiting around every blind corner.  The high crags in the center of the map (conquest point Theta) form a highly defensible natural fortress.  Long sightlines and ample hiding spots make the canyon tops a sniper's playground - use caution if you stray up top, and be ready to dive for cover.
UAV Consumable

Players can now equip and launch a new battlefield consumable – the UAV drone.  This automated unmanned vehicle will launch 150m into the air, and keep station for up to 60 seconds before self-destructing.  The UAV can burn through ECM, providing targets for allied team members.  UAVs are vulnerable to weapon fire.
Seismic Sensor Module

On May 21st, players will be able unlock and equip a new tactical module – the Seismic Sensor.  This sensor is capable of detecting enemy BattleMech movement within 200 meters of your current location.
Hero `Mech Colors

Players can now customize up to 3 colors on their Hero `Mech colors in Camo Spec!  We look forward to seeing some of your new pain schemes on the battlefield.
Bug Fixes

With an extra week between patches, the MechWarrior Online team took time out of their production schedule to focus on some much needed hardening.  Some long standing HUD related bugs and crashes, and black screen bugs have been addressed and will go live in both the May 7th and May 21st patches.  Stay tuned for more detailed information with each release’s patch notes.

Fixes and Improvement Highlights
Fixed friends list size limitation.
Better incoming message notification.
Improved message context sensitivity.
Chat Colour coding/User identification.
Decoupled Anti-Aliasing from System Spec option.
Implemented brightness/Gama option.
Fixed an issue where users were being disconnected during game.
Fix for possible soft lock users experienced while playing a match.
Fixed a crash that some users experienced when the end of round screen timer ran out and they were kicked back to the Mech Lab.
Fix multiple control rebind issues.
Fix for 'Mechs losing the ~1km/h with speed tweak.
Fixed a black screen bug that could happen to users after the loading screen.
And much more!

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Reply #2936 on: May 03, 2013, 02:33:43 PM

Alos, get a calculator and check your stats. Something really fish could come out of that.

Quote
Just checking my own stats:
ER PPC: 506 shots fired, 302 hits, 3135 damage dealt. => 10.38 damage per hit.
PPC: 636 shots fired, 299 hits, 2460 damage dealt. => 8.23 damage per hit
Even assuming I never fire beyond max range for ER PPCs... That's a bit more than expected.

Compare to non-PPCs:
Gauss Rifle:
961 shots fired, 547 hits, 8303 damage dealt => 15.18 damage per hit

Huh?

Is there a bug with weapons that have exceptional range?

AC/20: 1255 shots fired, 763 Hits, 15190 damage => 19.91 damage per hit
For the record, I definitely fire AC/20s beyond their ideal range.
AC/10: 422 shots fired, 244 hits, 2364 damage => 9.69 damage per hit

Ironwood
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Reply #2937 on: May 03, 2013, 03:32:44 PM

Didn't they go over the maths on the forums already and it takes crits into account ?  Those weapons crit a lot.


Also, anything that works 'at 200 meters' to detect mechs is an utter fucking waste of time.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Ironwood
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Reply #2938 on: May 04, 2013, 03:28:15 AM

Missiles would appear to be back.  Lots of people sporting them and, even though apparently NOTHING'S CHANGED, they seem to really hurt.  Not sure why...

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Reply #2939 on: May 04, 2013, 04:59:18 AM

New Hero 'mech coming next Tuesday is a Stalker and it's called "Misery".
Should cost 6375 MC, sporting (speculated from the picture): "LA 2 energy and a missile door, LT Gauss, CT 1 energy, RT 1 srm6, RA 2 energy and a missile door."

A Gauss Stalker is exactly what we needed  Ohhhhh, I see.
Anyway I might get this due to my love for Stalkers and 6500 MC left from the Legendary purchase made back in July.



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