I don't think that salvage bonuses have been meaningfully significant since back during closed beta when we had to pay to repair our mechs after a match. Well before the great paulconomy depression that haunts us to this day.
So I'm running into an issue of perspective. I feel like everyone's TTK is way faster than mine. I know this is not true from the youtubez and Twitches and whatnot, but It's become more uh.. prominent feeling in the last couple days. I survive longer (whole matches even!) and I'm doing consistent damage in line with what I'm seeing other people doing - but it feels like I'm always dying way faster than I can output damage myself.
This holds true regardless of class too. You know I favor the Lights, but even in the Timberwolf or Direwolf, I find that I feel like everyone else is putting out more effective damage.
Its true, mostly because of how focus fire from assisting will kill you much faster from multiple mechs than what you can kill when on your own.
RE: Weapon spread
Clan missiles are around a 15% wider spread than IS missiles, but since they are half the weight, when they add Artemis (20% tighter grouping) they get a slightly tighter spread and still weigh less.
I don't think that salvage bonuses have been meaningfully significant since back during closed beta when we had to pay to repair our mechs after a match. Well before the great paulconomy depression that haunts us to this day.
That was in closed beta? How was I in closed beta since I remember paying to fix my Commando (which sucked since I didn't do well enough to earn enough money to buy more mechs)? Makes me wonder how long I've actually been playing this game now.
I don't think that salvage bonuses have been meaningfully significant since back during closed beta when we had to pay to repair our mechs after a match. Well before the great paulconomy depression that haunts us to this day.
That was in closed beta? How was I in closed beta since I remember paying to fix my Commando (which sucked since I didn't do well enough to earn enough money to buy more mechs)? Makes me wonder how long I've actually been playing this game now.
If you have a Coconut Monkey cockpit item and the PC Gamer camo + paint, at least since 2012.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
I don't think that salvage bonuses have been meaningfully significant since back during closed beta when we had to pay to repair our mechs after a match. Well before the great paulconomy depression that haunts us to this day.
That was in closed beta? How was I in closed beta since I remember paying to fix my Commando (which sucked since I didn't do well enough to earn enough money to buy more mechs)? Makes me wonder how long I've actually been playing this game now.
If you have a Coconut Monkey cockpit item and the PC Gamer camo + paint, at least since 2012.
Since I was not really paying much attention to any forum at the time I missed out on the colors. Unless they gave the Coconut monkey for just being in the beta I wouldn't have that either.
Edit: Checked my join date for MWO in my profile and it says 2012... I wish I could remember.
I was playing back in 2012. i remember because my daughter was barely a year old at that point and i would offer to stay up with her and get her to bed so my wife could sleep. Id just get her to sleep, put her on the couch and play some closed beta MWO.
I don't think that salvage bonuses have been meaningfully significant since back during closed beta when we had to pay to repair our mechs after a match. Well before the great paulconomy depression that haunts us to this day.
That was in closed beta? How was I in closed beta since I remember paying to fix my Commando (which sucked since I didn't do well enough to earn enough money to buy more mechs)? Makes me wonder how long I've actually been playing this game now.
If you have a Coconut Monkey cockpit item and the PC Gamer camo + paint, at least since 2012.
Since I was not really paying much attention to any forum at the time I missed out on the colors. Unless they gave the Coconut monkey for just being in the beta I wouldn't have that either.
Edit: Checked my join date for MWO in my profile and it says 2012... I wish I could remember.
Actually, the reason why I remembered the 2012 date was because I just picked up the PC Gamer magazine Mechwarrior Online issue that was sitting in my bathroom and looked at the date. :P The backpage had the promo code printed there.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I was playing back in 2012. i remember because my daughter was barely a year old at that point and i would offer to stay up with her and get her to bed so my wife could sleep. Id just get her to sleep, put her on the couch and play some closed beta MWO.
That's some top-quality parenting, right there.
I nominate Hydro for Parent of the Decade, 2010's.
I was playing back in 2012. i remember because my daughter was barely a year old at that point and i would offer to stay up with her and get her to bed so my wife could sleep. Id just get her to sleep, put her on the couch and play some closed beta MWO.
That's some top-quality parenting, right there.
I nominate Hydro for Parent of the Decade, 2010's.
That, or as the Official Oosik Babysitter.
i already have a litter, whats a few more?
it was always frustrating because i had to be whisper quiet in Vent during the glory days when we were able to mount multiple 8 man (and eventually 12) man teams. That and having to bail at a moments notice when she woke up.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
I don't think that salvage bonuses have been meaningfully significant since back during closed beta when we had to pay to repair our mechs after a match. Well before the great paulconomy depression that haunts us to this day.
That was in closed beta? How was I in closed beta since I remember paying to fix my Commando (which sucked since I didn't do well enough to earn enough money to buy more mechs)? Makes me wonder how long I've actually been playing this game now.
If you have a Coconut Monkey cockpit item and the PC Gamer camo + paint, at least since 2012.
Since I was not really paying much attention to any forum at the time I missed out on the colors. Unless they gave the Coconut monkey for just being in the beta I wouldn't have that either.
Edit: Checked my join date for MWO in my profile and it says 2012... I wish I could remember.
Actually, the reason why I remembered the 2012 date was because I just picked up the PC Gamer magazine Mechwarrior Online issue that was sitting in my bathroom and looked at the date. :P The backpage had the promo code printed there.
That is some heavy bathroom reading material there.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Also that awesome looking flight patten...which occasionally meant all the missiles would hit the same spot instead of spreading out.
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Also that awesome looking flight patten...which occasionally meant all the missiles would hit the same spot instead of spreading out.
The 150m pinch in was a wonderful thing when you learned how to consistently use it.
+4
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
I really wish the missile flight patterns were more interesting
fuck gendered marketing
+2
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MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
Speaking of missiles, now that I can tell them appart, Clan LRMs do this cool little curve when they get close to the ground, unlike the IS missiles that go splat.
I wish LRMs fired more vertically than horizontally.
A lot of maps really limit LRMs because you cant use them cause they'll hit the hill 150m infront of you instead of flying over to hit the guy 700m away.
I'd like to see LRMs do a near vertical launch, and come down on targets at a steeper angle. Not straight down, that'd just completely break the game, but certainly steeper.
I wish LRMs fired more vertically than horizontally.
A lot of maps really limit LRMs because you cant use them cause they'll hit the hill 150m infront of you instead of flying over to hit the guy 700m away.
I'd like to see LRMs do a near vertical launch, and come down on targets at a steeper angle. Not straight down, that'd just completely break the game, but certainly steeper.
Ideally that would be another balancing factor for IS LRMs v cLRMs, where IS always launch upward at a 60 degree angle, and Clans only launch at like a 30 degree angle.
MWO: Adamski
+2
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I'd prefer to see "Launch Angle" added as a Quirkable 'Mech attribute.
Then some 'Mech geometry can get more interesting.
I'd prefer to see "Launch Angle" added as a Quirkable 'Mech attribute.
Then some 'Mech geometry can get more interesting.
Just thought of this post while looking at the Archer in the MWO Town Hall announcement. Would be cool if the Archer was the first mech to get this quirk.
I'd prefer to see "Launch Angle" added as a Quirkable 'Mech attribute.
Then some 'Mech geometry can get more interesting.
Just thought of this post while looking at the Archer in the MWO Town Hall announcement. Would be cool if the Archer was the first mech to get this quirk.
I just want the archer to have 9 missile slots with 1 tube each.
So I can be a streamfiring jerk like clanners.
Just imagine all the flaps opening and a stream of furious bees swarming with the fury of all the IS's imbalanced rage.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Lights causing you trouble? Dragon bowling is the answer.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Lights causing you trouble? Dragon bowling is the answer.
Oh god, that would be a hilarious mechanic to implement, if you decelerate a certain threshold over your deceleration rate you are considered to have failed your piloting check and fall down/over. (ie: by hitting a wall / building / other mech / etc)
It would also prevent the abuses of the old system, because if you are standing still, you cant be knocked over.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Lights causing you trouble? Dragon bowling is the answer.
Oh god, that would be a hilarious mechanic to implement, if you decelerate a certain threshold over your deceleration rate you are considered to have failed your piloting check and fall down/over. (ie: by hitting a wall / building / other mech / etc)
It would also prevent the abuses of the old system, because if you are standing still, you cant be knocked over.
FORE!
On the Jenner IIC:
The Huginn and Oxide are brawlers. This thing? It's an assassin. I get much better more consistent games in the IS mechs so far, but the IIC is devastating when it works.
When it doesn't it gets torn apart in fairly short order. I think it's better balanced than people think
(This is all on the main varient sans elite quirks mind, getting the bills to buy two more)
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Lights causing you trouble? Dragon bowling is the answer.
Oh god, that would be a hilarious mechanic to implement, if you decelerate a certain threshold over your deceleration rate you are considered to have failed your piloting check and fall down/over. (ie: by hitting a wall / building / other mech / etc)
It would also prevent the abuses of the old system, because if you are standing still, you cant be knocked over.
argument for a skill tree vs what we have now.
Let you focus your player stats on gunnery (which gives range and cooldown), technical (increased heat dissipation, structure buffs, maybe zoom), handling (speed tweaks, better handling, tighter turning, more twist, etc) and support (ecm boosts, radar range, longer UAV timers, etc)
Which would let them reintroduce knockdowns and falldowns, and allow mechs to be more customizable instead of simply being an elite race.
also make the differences between pilots more important than loadout. if you have a handling pilot in an atlas come up against a gunnery pilot in an atlas.. the handling pilot will be more nimble, but the gunnery pilot will be able to fire more often.
I'd prefer to see "Launch Angle" added as a Quirkable 'Mech attribute.
Then some 'Mech geometry can get more interesting.
The reason I think it should be based on faction, is because Clans aren't supposed to be providing fire support to their allies due to Zellbriggen, so they only fire on mechs they already have LOS on, which would mean they only need about 15-30 degree launch angle of attack.
IS pilots are supposed to be supporting one another, thus the 45-60 degree launches to get them over terrain and arcing down onto enemies.
MWO: Adamski
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NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I'd prefer to see "Launch Angle" added as a Quirkable 'Mech attribute.
Then some 'Mech geometry can get more interesting.
The reason I think it should be based on faction, is because Clans aren't supposed to be providing fire support to their allies due to Zellbriggen, so they only fire on mechs they already have LOS on, which would mean they only need about 15-30 degree launch angle of attack.
IS pilots are supposed to be supporting one another, thus the 45-60 degree launches to get them over terrain and arcing down onto enemies.
Zellbrigen is a weak leg to stand on, as it only applies to Clan v. Clan honor duels, not the kind of warfare we engage in. This horse has been beaten past death.
During the Clan Invasion the rules of zellbrigen lapsed, primarily because the Inner Sphere had no concept of Clan cultural norms and, in some cases, exploited them for "underhanded" victories. By the end of the campaign zellbrigen had all but died out in several Clans, while most still reserve it for inter-Clan confrontations or against worthy Inner Sphere warriors.[1][2]
PGI can't enforce it, so they shouldn't design for it.
I think clan mechs shouldn't get a target readout unless they are directly spotting target beyond the name and model of the target.
They should also have to 'claim' a target. Until they have claimed a target, no streaks or lrms locks!
When 'claimed' the target should get in an indication they were claimed and a constant indication of the enemy that has claimed them.
Clanners shouldn't be able to claim targets that other clanners have claimed at all and shouldn't be able to switch claimed targets unless unless: 1 they are attacked by another enemy mech or the claimed target or the clanner haven't damaged each other for say 30 seconds.
But then the try hards would complain when the IS abused the clan's honor code. I mean that's not cannon right?
I think clan mechs shouldn't get a target readout unless they are directly spotting target beyond the name and model of the target.
They should also have to 'claim' a target. Until they have claimed a target, no streaks or lrms locks!
When 'claimed' the target should get in an indication they were claimed and a constant indication of the enemy that has claimed them.
Clanners shouldn't be able to claim targets that other clanners have claimed at all and shouldn't be able to switch claimed targets unless unless: 1 they are attacked by another enemy mech or the claimed target or the clanner haven't damaged each other for say 30 seconds.
But then the try hards would complain when the IS abused the clan's honor code. I mean that's not cannon right?
Real-time target claim and firing lockout system updating instantly across all pilots in a drop?
This is actually not true. I was curious about this so I looked it up. Clan and IS LRMs have the same spread values between their respective launcher sizes (LRM20 = C-LRM20, etc). I fired up testing grounds and confirmed it against the Atlas at 350m dead on. 2 tons of LRMs fired from a IS and Clan LRM20 brought the Atlas down to 71% with orange ST armor and dark yellow CT internals.
I actually tested the C-LRM20 with my Summoner Prime first without realizing it had an -10% LRM spread quirk. With that quirk, it brought it down to 69% and breached the left torso armor.
I'd prefer to see "Launch Angle" added as a Quirkable 'Mech attribute.
Then some 'Mech geometry can get more interesting.
The reason I think it should be based on faction, is because Clans aren't supposed to be providing fire support to their allies due to Zellbriggen, so they only fire on mechs they already have LOS on, which would mean they only need about 15-30 degree launch angle of attack.
IS pilots are supposed to be supporting one another, thus the 45-60 degree launches to get them over terrain and arcing down onto enemies.
Zellbrigen is a weak leg to stand on, as it only applies to Clan v. Clan honor duels, not the kind of warfare we engage in. This horse has been beaten past death.
During the Clan Invasion the rules of zellbrigen lapsed, primarily because the Inner Sphere had no concept of Clan cultural norms and, in some cases, exploited them for "underhanded" victories. By the end of the campaign zellbrigen had all but died out in several Clans, while most still reserve it for inter-Clan confrontations or against worthy Inner Sphere warriors.[1][2]
PGI can't enforce it, so they shouldn't design for it.
If I really wanted to enforce Zellbriggen I would say that only a single Clan mech can lock onto an enemy at a time, and completely eliminate support fire.
Instead, I'm saying the Clan engineers designed their mechs with Zellbriggen in mind, thus they should reflect that in game. (it would also help to lore explain why IS LRMs have a minimum range, because the missiles cant arm & course correct inside the minimum range, while the Clan missiles are shooting more horizontally eliminating some of that penalty).
But I though the Arctic Cheetahs had some weird shield los tech or something. (Nothing else can explain it)
I like this. Cheetz are getting hard to hit recently because the servers are collapsing and the netcode can't keep up with position data, so they're warping everywhere.
A LagShield isn't LosTech it's just poor coding and hardware. :rotate:
Posts
Armchair: 4098-3704-2012
Its true, mostly because of how focus fire from assisting will kill you much faster from multiple mechs than what you can kill when on your own.
RE: Weapon spread
Clan missiles are around a 15% wider spread than IS missiles, but since they are half the weight, when they add Artemis (20% tighter grouping) they get a slightly tighter spread and still weigh less.
MWO: Adamski
That was in closed beta? How was I in closed beta since I remember paying to fix my Commando (which sucked since I didn't do well enough to earn enough money to buy more mechs)? Makes me wonder how long I've actually been playing this game now.
Steam: betsuni7
If you have a Coconut Monkey cockpit item and the PC Gamer camo + paint, at least since 2012.
Through skimming the thread I did find some balance bitching. Atlases dying in 10 seconds and all that. Some things never change :P
Raw damage gives no cbills. They give you the formulas. Uavs give a lot of do and some cbills, for example.
Since I was not really paying much attention to any forum at the time I missed out on the colors. Unless they gave the Coconut monkey for just being in the beta I wouldn't have that either.
Edit: Checked my join date for MWO in my profile and it says 2012... I wish I could remember.
Steam: betsuni7
Actually, the reason why I remembered the 2012 date was because I just picked up the PC Gamer magazine Mechwarrior Online issue that was sitting in my bathroom and looked at the date. :P The backpage had the promo code printed there.
That's some top-quality parenting, right there.
I nominate Hydro for Parent of the Decade, 2010's.
That, or as the Official Oosik Babysitter.
i already have a litter, whats a few more?
it was always frustrating because i had to be whisper quiet in Vent during the glory days when we were able to mount multiple 8 man (and eventually 12) man teams. That and having to bail at a moments notice when she woke up.
Well, to be fair, back then it was because SRMs were doing four times the damage they were supposed to. Now we just have Lights that can boat more SRM6's than most Assaults.
That is some heavy bathroom reading material there.
Steam: betsuni7
Well, SRMs used to splash. It was a wonderful time. You could splat a light and they'd fall over dead like they were supposed to if they caught a face full of SRM.
</noregretsCatapultmasterrace>
Also that awesome looking flight patten...which occasionally meant all the missiles would hit the same spot instead of spreading out.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
A lot of maps really limit LRMs because you cant use them cause they'll hit the hill 150m infront of you instead of flying over to hit the guy 700m away.
I'd like to see LRMs do a near vertical launch, and come down on targets at a steeper angle. Not straight down, that'd just completely break the game, but certainly steeper.
Ideally that would be another balancing factor for IS LRMs v cLRMs, where IS always launch upward at a 60 degree angle, and Clans only launch at like a 30 degree angle.
MWO: Adamski
Then some 'Mech geometry can get more interesting.
Also no event this weekend! Hurray! That means I can pilot my mechs for fun and not worry about too many meta players online.
Yeah right...
Steam: betsuni7
Just thought of this post while looking at the Archer in the MWO Town Hall announcement. Would be cool if the Archer was the first mech to get this quirk.
Steam: betsuni7
I just want the archer to have 9 missile slots with 1 tube each.
So I can be a streamfiring jerk like clanners.
Just imagine all the flaps opening and a stream of furious bees swarming with the fury of all the IS's imbalanced rage.
Lights causing you trouble? Dragon bowling is the answer.
Armchair: 4098-3704-2012
Oh god, that would be a hilarious mechanic to implement, if you decelerate a certain threshold over your deceleration rate you are considered to have failed your piloting check and fall down/over. (ie: by hitting a wall / building / other mech / etc)
It would also prevent the abuses of the old system, because if you are standing still, you cant be knocked over.
MWO: Adamski
FORE!
On the Jenner IIC:
The Huginn and Oxide are brawlers. This thing? It's an assassin. I get much better more consistent games in the IS mechs so far, but the IIC is devastating when it works.
When it doesn't it gets torn apart in fairly short order. I think it's better balanced than people think
(This is all on the main varient sans elite quirks mind, getting the bills to buy two more)
argument for a skill tree vs what we have now.
Let you focus your player stats on gunnery (which gives range and cooldown), technical (increased heat dissipation, structure buffs, maybe zoom), handling (speed tweaks, better handling, tighter turning, more twist, etc) and support (ecm boosts, radar range, longer UAV timers, etc)
Which would let them reintroduce knockdowns and falldowns, and allow mechs to be more customizable instead of simply being an elite race.
also make the differences between pilots more important than loadout. if you have a handling pilot in an atlas come up against a gunnery pilot in an atlas.. the handling pilot will be more nimble, but the gunnery pilot will be able to fire more often.
The reason I think it should be based on faction, is because Clans aren't supposed to be providing fire support to their allies due to Zellbriggen, so they only fire on mechs they already have LOS on, which would mean they only need about 15-30 degree launch angle of attack.
IS pilots are supposed to be supporting one another, thus the 45-60 degree launches to get them over terrain and arcing down onto enemies.
MWO: Adamski
Zellbrigen is a weak leg to stand on, as it only applies to Clan v. Clan honor duels, not the kind of warfare we engage in. This horse has been beaten past death.
PGI can't enforce it, so they shouldn't design for it.
They should also have to 'claim' a target. Until they have claimed a target, no streaks or lrms locks!
When 'claimed' the target should get in an indication they were claimed and a constant indication of the enemy that has claimed them.
Clanners shouldn't be able to claim targets that other clanners have claimed at all and shouldn't be able to switch claimed targets unless unless: 1 they are attacked by another enemy mech or the claimed target or the clanner haven't damaged each other for say 30 seconds.
But then the try hards would complain when the IS abused the clan's honor code. I mean that's not cannon right?
Real-time target claim and firing lockout system updating instantly across all pilots in a drop?
PGI can't get hitboxes to work right...
This is actually not true. I was curious about this so I looked it up. Clan and IS LRMs have the same spread values between their respective launcher sizes (LRM20 = C-LRM20, etc). I fired up testing grounds and confirmed it against the Atlas at 350m dead on. 2 tons of LRMs fired from a IS and Clan LRM20 brought the Atlas down to 71% with orange ST armor and dark yellow CT internals.
I actually tested the C-LRM20 with my Summoner Prime first without realizing it had an -10% LRM spread quirk. With that quirk, it brought it down to 69% and breached the left torso armor.
Thunderbolt
Summoner (-10% LRM spread quirk)
Hellbringer
I'd say the reason you might think Clan LRMs are tighter is that it's easier to fit Artemis on them since they're half the weight
If I really wanted to enforce Zellbriggen I would say that only a single Clan mech can lock onto an enemy at a time, and completely eliminate support fire.
Instead, I'm saying the Clan engineers designed their mechs with Zellbriggen in mind, thus they should reflect that in game. (it would also help to lore explain why IS LRMs have a minimum range, because the missiles cant arm & course correct inside the minimum range, while the Clan missiles are shooting more horizontally eliminating some of that penalty).
MWO: Adamski
https://mwomercs.com/news/2016/02/1487-town-hall-meeting-on-twitchtv-russ-bullock
I like this. Cheetz are getting hard to hit recently because the servers are collapsing and the netcode can't keep up with position data, so they're warping everywhere.
A LagShield isn't LosTech it's just poor coding and hardware. :rotate:
I want Blue Shield.