Frozen City:
Mvrck and I run through the tunnel as it bends right. the rest of the team lines up by the ridge awaiting the enemy. No enemy in tunnels, so we move out and look left, all of them are turned to meet the others as they come over the ridge. Mvrck and I make a snap decision to charge the enemy's side and turn their attention on us. Just in time to expose 7 mech backs to our guys charging over the ridge.
I remember this one. Pretty sure they were a premade, too; they were holding back behind the ridge on their side and not spreading out at all. Then you two guys pop out behind their team, they all turn around, and all the lighter guys popped over the ridge. By the team they could react, half their team was gone and the other half was dying. I remember watching one Atlas moving away from us, taking heavy concentrated fire from behind, turning around, and then dying without dealing any major damage. Most of the match time was spent just positioning; probably less than a minute of it was the actual fight itself.
It was also a prime example of why it's so important to keep Atlases pointed directly at the enemy; they take so long to turn that it's entirely possible to bring one down or cripple one from behind before they can maneuver to bring their firepower to bear. Few things worse than a 100-ton arsenal that never gets to do anything because it was facing the wrong way when the enemy showed up.
Caustic also definitely needs some sort of cover on the 6 side. I see lots of teams push that way specifically because they want to exploit the lousy cover on that approach for their LRM boats and Gaussapults; PGI should probably drop that particular area down low like the 3 corridor is, expressly because it gives one team an excellent long-range position without having to fight for it at all. At the very least, they should scatter some decent rock formations over there so there's some cover to advance behind.
Frozen City:
Mvrck and I run through the tunnel as it bends right. the rest of the team lines up by the ridge awaiting the enemy. No enemy in tunnels, so we move out and look left, all of them are turned to meet the others as they come over the ridge. Mvrck and I make a snap decision to charge the enemy's side and turn their attention on us. Just in time to expose 7 mech backs to our guys charging over the ridge.
I remember this one. Pretty sure they were a premade, too; they were holding back behind the ridge on their side and not spreading out at all. Then you two guys pop out behind their team, they all turn around, and all the lighter guys popped over the ridge. By the team they could react, half their team was gone and the other half was dying. I remember watching one Atlas moving away from us, taking heavy concentrated fire from behind, turning around, and then dying without dealing any major damage. Most of the match time was spent just positioning; probably less than a minute of it was the actual fight itself.
It was also a prime example of why it's so important to keep Atlases pointed directly at the enemy; they take so long to turn that it's entirely possible to bring one down or cripple one from behind before they can maneuver to bring their firepower to bear. Few things worse than a 100-ton arsenal that never gets to do anything because it was facing the wrong way when the enemy showed up.
Caustic also definitely needs some sort of cover on the 6 side. I see lots of teams push that way specifically because they want to exploit the lousy cover on that approach for their LRM boats and Gaussapults; PGI should probably drop that particular area down low like the 3 corridor is, expressly because it gives one team an excellent long-range position without having to fight for it at all. At the very least, they should scatter some decent rock formations over there so there's some cover to advance behind.
Yeah, if the enemy team has good scouting and LRMs, that 6/7/8 area is just death. There's always the caldera to hide behind, but that can just turn into a giant hair ball where there are very little if any tactics in play.
Sure. Armor increased in price. Also people are running advanced armor which is 2x the price if I remember correctly. So some people are seeing consistent losses. We are aware of it and David has put together a small tweak for Monday to ease up on the repair costs.
Also, people that have their mechs disappearing in the Mechlab
Ping for all users begins to climb after a disconnected Atlas user has been killed in a match, causing massive lag
Landing on the nose/cockpit of a catapult can launch you high into the air
man. hope i get to play tonight. gotta start the grind. and ive decided i WILL buy an atlas-k with mc to sell for cbills to get me going fast. i dont have a lot of time to dick around grinding to get my catapult setup going. i need that 300XL and double sinks.
Ping for all users begins to climb after a disconnected Atlas user has been killed in a match, causing massive lag
Landing on the nose/cockpit of a catapult can launch you high into the air
maybe we should send private emails to the dev team to quietly check our forums so they dont have to wade through the mongoloid crap throwers in their own...
I don't know the exact calculation, but 24 million CB is going to translate into a shitload of MC if they do decide to go that route..
I still have no idea how they're going to stop omni mechs from being ridonkulously OP.
The Atlast K is 13.8M Cbills, and 5555MC. So expect a Mad Cat Prime to be ~9600MC, or $38.40 at the best current exchange rate.
e: Omni 'mechs are going to be expensive, in every way possible. Expensive to buy, expensive to repair (because you "repair" a pod by tossing and installing a whole new pod, and pod versions of any given thing is 25% more expensive). And structural costs? Those are also 25% more. So...expensive. And that's not factoring rarity costs for an IS merc organization to get their hands on Clan tech.
not with the current repair bills. My bill is consistently around $65k. What is this "items repair"? It's always over $30k by itself.
It's the repair bill for equipment that was damaged. If someone blows out a missile launcher, the repairs of that individual item contribute to your total bill.
Think of it like this: there's the chassis, the engine/ gyro, and everything else, like weapons, heatsinks, etc.
0
TL DRNot at all confident in his reflexive opinions of thingsRegistered Userregular
Does anyone know if crit allocation for ES/FF has any effect on repair cost? Like, if all the structure crits end up in your arm and that arm is destroyed, is it more expensive than if they'd destroyed an empty arm?
Does anyone know if crit allocation for ES/FF has any effect on repair cost? Like, if all the structure crits end up in your arm and that arm is destroyed, is it more expensive than if they'd destroyed an empty arm?
I can't remember where I read this, but they did say floating crits are treated like empty crits for the purposes of critical hits.
Does anyone know if crit allocation for ES/FF has any effect on repair cost? Like, if all the structure crits end up in your arm and that arm is destroyed, is it more expensive than if they'd destroyed an empty arm?
I can't remember where I read this, but they did say floating crits are treated like empty crits for the purposes of critical hits.
It was in the patch notes. ES/FF critical hits are ignored.
Clan tech only being available for MC would be the very definition of pay-to-win. Even a person like me who has some concerns/skepticism about the direction PGI will take the game long term doesn't think they're that evil/stupid.
Clan tech only being available for MC would be the very definition of pay-to-win. Even a person like me who has some concerns/skepticism about the direction PGI will take the game long term doesn't think they're that evil/stupid.
Im pretty sure it was a definitive "NO!" to clan tech being available MC only in the AMA thread.
Steam - Synthetic Violence | XBOX Live - Cannonfuse | PSN - CastleBravo | Twitch - SoggybiscuitPA
Clan tech only being available for MC would be the very definition of pay-to-win. Even a person like me who has some concerns/skepticism about the direction PGI will take the game long term doesn't think they're that evil/stupid.
Im pretty sure it was a definitive "NO!" to clan tech being available MC only in the AMA thread.
Yeah, it was. I am saying I can't believe people are even suggesting they would do something as stupid as Clantech only for MC.
0
CarbonFireSee youin the countryRegistered Userregular
The new Ask the Dev thread is up, and some guy is seriously asking if they plan to limit the number of players who can have a Clan Bloodname in their handle.
0
CarbonFireSee youin the countryRegistered Userregular
Man, I am dreading those first few matches when I have to run a stock Atlas build.
Yeah, for giggles I refit my Laserback to the default config last night, complete with STD 200 engine. Oh god, I forgot how slow that thing was.
Well, at least it'll be cheap to repair! Should have enough for a 260 XL by the end of tonight or mid tomorrow evening, if our current earning rates hold steady (especially if they tweak the armor repair costs). I think I can live with a Slowback for one night.
The new Ask the Dev thread is up, and some guy is seriously asking if they plan to limit the number of players who can have a Clan Bloodname in their handle.
Clan tech only being available for MC would be the very definition of pay-to-win. Even a person like me who has some concerns/skepticism about the direction PGI will take the game long term doesn't think they're that evil/stupid.
Im pretty sure it was a definitive "NO!" to clan tech being available MC only in the AMA thread.
Yeah, it was. I am saying I can't believe people are even suggesting they would do something as stupid as Clantech only for MC.
Well, WoT did it, it's not like its unprecedented.
Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
The new Ask the Dev thread is up, and some guy is seriously asking if they plan to limit the number of players who can have a Clan Bloodname in their handle.
HAHA.
Also, for closed beta:
Soggybiscuit on
Steam - Synthetic Violence | XBOX Live - Cannonfuse | PSN - CastleBravo | Twitch - SoggybiscuitPA
Posts
I remember this one. Pretty sure they were a premade, too; they were holding back behind the ridge on their side and not spreading out at all. Then you two guys pop out behind their team, they all turn around, and all the lighter guys popped over the ridge. By the team they could react, half their team was gone and the other half was dying. I remember watching one Atlas moving away from us, taking heavy concentrated fire from behind, turning around, and then dying without dealing any major damage. Most of the match time was spent just positioning; probably less than a minute of it was the actual fight itself.
It was also a prime example of why it's so important to keep Atlases pointed directly at the enemy; they take so long to turn that it's entirely possible to bring one down or cripple one from behind before they can maneuver to bring their firepower to bear. Few things worse than a 100-ton arsenal that never gets to do anything because it was facing the wrong way when the enemy showed up.
Caustic also definitely needs some sort of cover on the 6 side. I see lots of teams push that way specifically because they want to exploit the lousy cover on that approach for their LRM boats and Gaussapults; PGI should probably drop that particular area down low like the 3 corridor is, expressly because it gives one team an excellent long-range position without having to fight for it at all. At the very least, they should scatter some decent rock formations over there so there's some cover to advance behind.
Yeah, if the enemy team has good scouting and LRMs, that 6/7/8 area is just death. There's always the caldera to hide behind, but that can just turn into a giant hair ball where there are very little if any tactics in play.
http://steamcommunity.com/id/pablocampy
Also, people that have their mechs disappearing in the Mechlab Are you changing the configuration of a mech before repairing it? Seems to be causing issues.
And just because they're funny
90-95% certain this was addressed,
I've had three major brain haemorrhages this week alone.
http://steamcommunity.com/id/pablocampy
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
And on that day I will weep manly tears.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Edit: 24,233,124 C-bills ! It will take me 1 year of grinding probably. Maybe a time reset next year would be good.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Dude, seriously? :-/
I still have no idea how they're going to stop omni mechs from being ridonkulously OP.
http://steamcommunity.com/id/pablocampy
not with the current repair bills. My bill is consistently around $65k. What is this "items repair"? It's always over $30k by itself.
those clan LRMs are going to be deadly. no minimum range. wonder how thats going to work out.
The Atlast K is 13.8M Cbills, and 5555MC. So expect a Mad Cat Prime to be ~9600MC, or $38.40 at the best current exchange rate.
e: Omni 'mechs are going to be expensive, in every way possible. Expensive to buy, expensive to repair (because you "repair" a pod by tossing and installing a whole new pod, and pod versions of any given thing is 25% more expensive). And structural costs? Those are also 25% more. So...expensive. And that's not factoring rarity costs for an IS merc organization to get their hands on Clan tech.
It's the repair bill for equipment that was damaged. If someone blows out a missile launcher, the repairs of that individual item contribute to your total bill.
Think of it like this: there's the chassis, the engine/ gyro, and everything else, like weapons, heatsinks, etc.
I can't remember where I read this, but they did say floating crits are treated like empty crits for the purposes of critical hits.
It was in the patch notes. ES/FF critical hits are ignored.
i would say no. i think it costs more to repair internal and armor when they take damage when you upgrade to endo or ferro.
Nope, that last response in the ask Bryan thread was no to having clan tech be MC only.
http://mwomercs.com/forums/topic/64097-impromptu-ask-me-anything-thread-bryan-ekman-closed/page__view__findpost__p__1284840
After this wipe everything is live forever, right?
Unless something goes really, really wrong, yes, after today any funbux you spend is for keepsies.
Im pretty sure it was a definitive "NO!" to clan tech being available MC only in the AMA thread.
Yeah, it was. I am saying I can't believe people are even suggesting they would do something as stupid as Clantech only for MC.
WOOOOSH!
Look out grouchy, that joke almost hit you ;-)
Yeah, for giggles I refit my Laserback to the default config last night, complete with STD 200 engine. Oh god, I forgot how slow that thing was.
Well, at least it'll be cheap to repair! Should have enough for a 260 XL by the end of tonight or mid tomorrow evening, if our current earning rates hold steady (especially if they tweak the armor repair costs). I think I can live with a Slowback for one night.
---
Mechwarrior: SRS BSNS
Well, WoT did it, it's not like its unprecedented.
HAHA.
Also, for closed beta:
Or do we expect there to be issues with regards to be playing tonight?
http://steamcommunity.com/id/pablocampy
Depends if we get a patch or not. But I plan on stompy robots all day/night regardless.
Maybe if they get bought out by Perfect World. Then we would have Clan grab bags, and I would weep.