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[BATTLETECH/MechWarrior] Thread Bombed From Orbit [Closed]

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    SiliconStewSiliconStew Registered User regular
    H3Knuckles wrote: »
    You raise good points, but I feel like at this point we're splitting hairs about degrees of difference. We both seem to agree that expanding the game to company on company engagements is a bit much to expect in a free update or paid expansion, we just differ on how much streamlining it would take to make that scale of play shine.

    Hard to say how much work it would actually be since they already had versions during development that let you drop more than 4 mechs. But as already mentioned, that idea was dropped from the game because it made battles way too long. HBS has said if something was removed or simplified, it was an answer to the question "is this fun?". And that is also within the context of trying to expand the audience for the game.

    Just remember that half the people you meet are below average intelligence.
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    FiendishrabbitFiendishrabbit Registered User regular
    Underestimate the crab and you get clacked!
    ipneQEg.png

    The crab is just insanely sturdy, fast and so hard to cripple. Also, don't you dare ignore a crab. In this game I murderized (Killed or KMDD) a rifleman, dragon 5n, battlemaster and kit fox. Only got the kill on the rifleman though.
    Fairly standard build. Typicly you'll end the battle with most of your armor shaved off but at most you'll have lost a single pulse laser in one arm.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Hmm, I never revisited my crab after all the new stuff has entered in. Think it is time to pull that thing out and redo it to match something like yours.

    oosik_betsuni.png
    Steam: betsuni7
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    HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    Nips wrote: »
    , ,,
    H3Knuckles wrote: »
    Yeah defend base and escort missions need to be removed from the game until they can be reworked into a viable state. Both mission types are way more annoying than fun. Meanwhile there’s a least one or two on almost every world forcing me to move on in order to avoid bullshit after the good missions are completed. Not the best game design.

    The missions are fine, they are fairly easy to complete, but with some extra effort or planning, you can also complete the bonus objective of 100% survival for max pay.

    A slight tweak in AI target priority would be nice, but that might make them too easy.

    Same with ambush, making it so enemy convoy required a pilot mech / shepherd like friendly convoys do.

    The problems with those missions is that they're weighted to be a pain in the ass for the player no matter which side the player is on.

    If you're attacking a base, you will be facing a minimum of twice as many mobile forces as you can field, plus turret backup for the base. This result in horrific damage unless the player moves very slowly and methodically, because a heavy sniper or LRM turret firing from outside visual range can fuck up even an assault lance in just a couple turns, especially if fighting mechs at the same time.

    When flipped to a defense mission, the player MIGHT be lucky enough to have light turrets on their side plus light vehicles. And that's rare. And reinforcements are very likely to get dropped on the opposite end of the base from the first engagement point, which is really obnoxious with only four player mechs on the field. AND the enemy will likely be running 8 mechs at a minimum and very likely up to twelve mechs.

    So base fights are obnoxious and tedious on both sides of the equation, which is terrible mission design. The game really needs to expand how many mechs you can field and let you pick where to deploy, if it's going to dump stuff on you like that.

    Bolding mine.

    I feel like that would require a ground-up reworking of the game design to avoid tediously long matches. I'm not wild about the fact that the game mainly seems to achieve increased difficulty by throwing disproportionate numbers at the player, but that's kind of a long-standing issue with single player strategy games, so I can live with it. But if the player's deployment forces were increased, they would increase what you're up against as well, so even a reinforced lance (~6 mechs instead of four) would result in a major time increase. From the sounds of it, just adding some ground rules about where and how reinforcements can appear, stuff like that, could pretty neatly fix the issues you guys are describing about the alternate mission types.

    That said, I feel like base defense missions where you struggle with the need to move against enemies firing from long ranges (or just to engage before they can fire on the thing you're protecting) vs the need to stay close enough to your target to quickly stop enemies approaching from a different angle is old hat for the franchise, as I distinctly remember it being a source of difficulty for missions all the way back in Mechwarrior 2.

    I would love the game to switch to a model where you can deploy up to 12 units, limited by a max drop tonnage of 400 (allowing a range of formations like a single assault lance, one heavy and one light, double mediums, or a full company of lights). However, I feel like that would necessitate shifting to using Alpha Strike's rules as the design basis, instead of Classic Battletech's tabletop system, at which point the scope of the work involved is more appropriate for a sequel then an expansion.

    I'm actually going to disagree here, because of one reason: the computer does all the math for you.

    Alpha Strike is Good(TM) for large-scale tabletop engagements specifically because it cuts down a ton on the detail and amount of fiddly numbers and rolls compared to Classic Battletech. With a PC doing all the work and math and dice rolls, there's no reason to leverage a lighter ruleset.

    This was one of my great joys when first playing BATTLETECH: being on the PC lets it have all the crunch of the Classic Battletech experience, while maintaining a relatively short play session per combat scenario.

    I will agree that if the game allowed for larger-scale engagements it probably would need a bit of streamlining, but not so much that you'd need to completely abandon the modeling currently used.

    You call this crunch? I won't be happy till I'm scavenging for a left hunchback arm so I can finally field it after salvaging 75% of the other individual torsos and limbs from combat.

    kx3klFE.png
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    HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    I want to start a new career playthrough but I want the salvage parts per mech upped. Playing 6 parts per mech is a nice challenge but if I headcap a fool round 1, I demand that mech to be mine so long as I choose enough salvage over pay.

    So I want to be able to select more salvage from missions and I want whole mechs to give out as many parts as you select to complete mechs.

    kx3klFE.png
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    FiendishrabbitFiendishrabbit Registered User regular
    As a sidenote. My enemies seem to be unable to aim for individual components after I adopted my DAZZLE CAMOFLAGE!
    dsQw1qz.png

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
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    ErlkönigErlkönig Seattle, WARegistered User regular
    And on the other end of the spectrum, Dazzle tells my enemies where to aim on my Cataphract:

    b3ofufo4ksny.jpg

    Seriously PGI...why you gotta put a giant bullseye right at the center of the mech with that camo pattern? Don't people hate the Cataphract enough as it is?

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    SiliconStewSiliconStew Registered User regular
    I want to start a new career playthrough but I want the salvage parts per mech upped. Playing 6 parts per mech is a nice challenge but if I headcap a fool round 1, I demand that mech to be mine so long as I choose enough salvage over pay.

    So I want to be able to select more salvage from missions and I want whole mechs to give out as many parts as you select to complete mechs.

    The salvage difficulty comes specifically from the fact you can no longer build a full mech on a single mission. If headcap salvage still gave you as many parts as it required to build a full mech, then you haven't really increased the game difficulty from the 3 part default. And inflating the guaranteed salvage to match the extra parts would also be a pretty substantial effective pay increase for all missions, impacting the economic gameplay balance.

    Just remember that half the people you meet are below average intelligence.
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    HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    edited December 2018
    I want to start a new career playthrough but I want the salvage parts per mech upped. Playing 6 parts per mech is a nice challenge but if I headcap a fool round 1, I demand that mech to be mine so long as I choose enough salvage over pay.

    So I want to be able to select more salvage from missions and I want whole mechs to give out as many parts as you select to complete mechs.

    The salvage difficulty comes specifically from the fact you can no longer build a full mech on a single mission. If headcap salvage still gave you as many parts as it required to build a full mech, then you haven't really increased the game difficulty from the 3 part default. And inflating the guaranteed salvage to match the extra parts would also be a pretty substantial effective pay increase for all missions, impacting the economic gameplay balance.

    Stingy pay, extra salvage it is!

    I want my merc mofos to scrape and scrip. And to be paid by the truckload in garbage. Enjoy these 18 Locust and Spider parts. Why's that memorial list so long?

    HydroSqueegee on
    kx3klFE.png
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    HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    The thing is, headcapping an enemy mech should be a joyous event. I feel the entire mech should be 1 salvage part whole instead of x/x parts. What force would EVER break up a (semi) operational mech? None.

    Or maybe you can claim the whole mech but it counts as all your salvage.

    I just want mechs I headcap but also want like 8 parts to put em together.

    kx3klFE.png
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    Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    I refuse to believe a crab can top 350 damage a round.

    wq09t4opzrlc.jpg
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    SiliconStewSiliconStew Registered User regular
    The thing is, headcapping an enemy mech should be a joyous event. I feel the entire mech should be 1 salvage part whole instead of x/x parts. What force would EVER break up a (semi) operational mech? None.

    Or maybe you can claim the whole mech but it counts as all your salvage.

    I just want mechs I headcap but also want like 8 parts to put em together.

    I get the sentiment about losing out on a pristine mech salvage, unfortunately, the lore/role play logic side is in conflict with the necessary gameplay abstraction side.

    1 mech = full salvage could be a workable idea, though it would obviously require a rewrite of their salvage mechanics. And for balance i think you'd want to restrict it. For example, for a 2/10 salvage contract level you'd only be able to choose up to a medium mech, a 3/14 contract could get up to a heavy. But I'm not sure those exact breakpoints could be used without making the game easier than it is now. This also feels dangerously close to simply asking for the game to negotiate contracts only after the mission is done and you already know what the rewards are.

    Just remember that half the people you meet are below average intelligence.
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    nonoffensivenonoffensive Registered User regular
    Eh, I would kind of like a mechanic for renegotiating contracts after the fact. Like what if you could just bail with salvage and take a huge hit to your reputation with a chance even merc might start looking to hunt you down? Would it be worth it to walk away with an Atlas? Didn't get that "rare" mech you were sent to hunt down, stick it to your employer and get more cash outta the deal, or decline your payment and tell them they owe you a favor.

    Knowing the mission type, I already know which slider I want to max out before I even drop, and mission kind of just plays out from there. I know there are gonna be enough Medium Lasers and Heat Sinks to make getting anything good out of salvage about the same odds as winning the lottery, so max CBills it is. Outfitting a mech with the other bits of equipment from a store is cheap enough, getting an SRM or two from a mission rarely ever feels like a windfall.

    Picking the crumbs of mechs up out of multiple missions isn't terribly satisfying, and I kind of wish there was a way to score big every once in awhile, even if it had a pretty big cost. More random events that have a larger political impact might be nice too, and give you more of a feeling you are caught in flow of bureaucracy larger than you. Not just grinding out missions for another small discount at the stores.

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    chasmchasm Ill-tempered Texan Registered User regular
    One night, some of the Ghosts and I got frustrated with the NASCAR in group queue. We decided to make themed Crabs for the Crab Rush. I regret nothing.

    387dwbu9bq88.jpg

    steam_sig.png
    XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
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    Dark_SideDark_Side Registered User regular
    I refuse to believe a crab can top 350 damage a round.

    Long round and new heat changes...I'd beg to differ!

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    NobodyNobody Registered User regular
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Yeah PUGs tend to be passive unless there is a dedicated drop commander taking control of the masses. Even then the DC often dies early and has to call the rest of the match watching through others.

    oosik_betsuni.png
    Steam: betsuni7
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    NobodyNobody Registered User regular
    On the other hand, putting the Meep horn in my Sekhmet was a stroke of genius. It's hard to tilt when you've pulled off a drive by on an assault and that "meep meep" chirps off.

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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Nobody wrote: »
    On the other hand, putting the Meep horn in my Sekhmet was a stroke of genius. It's hard to tilt when you've pulled off a drive by on an assault and that "meep meep" chirps off.

    I reserve that horn for Fleas only.

    oosik_betsuni.png
    Steam: betsuni7
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    chasmchasm Ill-tempered Texan Registered User regular
    Nobody wrote: »
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

    That's just life in an Assault mech. You have to be comfortable with dying and just make your goal putting out as much damage as possible before you soak it so your team can clean up.

    steam_sig.png
    XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
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    AridholAridhol Daddliest Catch Registered User regular
    What about a dlider for a chance to recover 'x' pieces instead of a guarantee. Max 10 salvage every mission.

    So I can choose a higher payout, higher reputation or a higher chance at collecting pieces of salvage that I tag.

    Example: battle mission I go with a low payout and low rep and I increase my salvage chance.
    At the end of the mission I "tag" the 10 pieces I want and then the game figures out what I successfully salvaged.

    Bigger things like whole mechs from a headshot kill have a much lower chance to salvage but its possible.

    Heat sinks have 100% chance to salvage.

    Basically I want the random taken completely out and put a cap on the number of salvageable items. I don't need to get 300 heatsinks.

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    see317see317 Registered User regular
    edited December 2018
    Aridhol wrote: »
    What about a dlider for a chance to recover 'x' pieces instead of a guarantee. Max 10 salvage every mission.

    So I can choose a higher payout, higher reputation or a higher chance at collecting pieces of salvage that I tag.

    Example: battle mission I go with a low payout and low rep and I increase my salvage chance.
    At the end of the mission I "tag" the 10 pieces I want and then the game figures out what I successfully salvaged.

    Bigger things like whole mechs from a headshot kill have a much lower chance to salvage but its possible.

    Heat sinks have 100% chance to salvage.

    Basically I want the random taken completely out and put a cap on the number of salvageable items. I don't need to get 300 heatsinks.

    That's my mechwarrior lances Christmas bonus.
    Okay everyone, check under your seats! And you get a heat sink, and you get a heat sink, and you... You get a box full of bees!

    Anybody else feel like missing a called shot to the legs of a downed mech? You know I've got three more boxes and no shortage of bees here.

    see317 on
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    SiliconStewSiliconStew Registered User regular
    see317 wrote: »
    Aridhol wrote: »
    What about a dlider for a chance to recover 'x' pieces instead of a guarantee. Max 10 salvage every mission.

    So I can choose a higher payout, higher reputation or a higher chance at collecting pieces of salvage that I tag.

    Example: battle mission I go with a low payout and low rep and I increase my salvage chance.
    At the end of the mission I "tag" the 10 pieces I want and then the game figures out what I successfully salvaged.

    Bigger things like whole mechs from a headshot kill have a much lower chance to salvage but its possible.

    Heat sinks have 100% chance to salvage.

    Basically I want the random taken completely out and put a cap on the number of salvageable items. I don't need to get 300 heatsinks.

    That's my mechwarrior lances Christmas bonus.
    Okay everyone, check under your seats! And you get a heat sink, and you get a heat sink, and you... You get a box full of bees!

    For the New Year's party Dekker starts handing out "I survived Coromodir and all I got was this lousy heatsink." t-shirts.

    Just remember that half the people you meet are below average intelligence.
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Look at these Richer Than Blake mofos

    Got heatsinks to spare, I only give out small jumpjets

    steam_sig.png
    MWO: Adamski
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    NobodyNobody Registered User regular
    chasm wrote: »
    Nobody wrote: »
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

    That's just life in an Assault mech. You have to be comfortable with dying and just make your goal putting out as much damage as possible before you soak it so your team can clean up.

    Oh I’m aware, the Victor wasn’t my first assault.

    The VTR was consistently going down while doing nothing, because I was getting ending up in the position of having to push for the team when I couldn’t get in range, and nobody else was sharing armor. I was ending too many games with little damage done because all I did was soak damage and then keel over.

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    nonoffensivenonoffensive Registered User regular
    I wonder, can I go into the XML and make AC20's fire like Small Lasers when you melee? This feels like something that needs to happen.

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    see317see317 Registered User regular
    I wonder, can I go into the XML and make AC20's fire like Small Lasers when you melee? This feels like something that needs to happen.

    Everything without a minimum range should fire when you melee.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Nobody wrote: »
    chasm wrote: »
    Nobody wrote: »
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

    That's just life in an Assault mech. You have to be comfortable with dying and just make your goal putting out as much damage as possible before you soak it so your team can clean up.

    Oh I’m aware, the Victor wasn’t my first assault.

    The VTR was consistently going down while doing nothing, because I was getting ending up in the position of having to push for the team when I couldn’t get in range, and nobody else was sharing armor. I was ending too many games with little damage done because all I did was soak damage and then keel over.

    Quick question: which Victor variant did you go with?

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    Victor, imo, is in the odd place a lot of mechs at the bottom of their weight class are.

    wq09t4opzrlc.jpg
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    HeirHeir Ausitn, TXRegistered User regular
    If we're listing things we'd like added to Battletech:

    1. More deployment options that are focused on logistics. Examples: Picking where you launch from, choosing whether to contract out another mercenary corp to back you up for a tough mission, etc.

    2. More political stuff. If you piss off another corp or a certain faction they come after you. Having rivals, allies with other mercenaries.

    3. Just more combat options in general. I've got a mix of heavies and assaults at this point and the missions all kind of feel the same. Even tough base defense missions are relatively trivial once you figure out how to get enemies to target your mechs instead of the base.

    camo_sig2.png
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    NobodyNobody Registered User regular
    Erlkönig wrote: »
    Nobody wrote: »
    chasm wrote: »
    Nobody wrote: »
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

    That's just life in an Assault mech. You have to be comfortable with dying and just make your goal putting out as much damage as possible before you soak it so your team can clean up.

    Oh I’m aware, the Victor wasn’t my first assault.

    The VTR was consistently going down while doing nothing, because I was getting ending up in the position of having to push for the team when I couldn’t get in range, and nobody else was sharing armor. I was ending too many games with little damage done because all I did was soak damage and then keel over.

    Quick question: which Victor variant did you go with?

    9S

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    NobodyNobody Registered User regular
    Erlkönig wrote: »
    Nobody wrote: »
    chasm wrote: »
    Nobody wrote: »
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

    That's just life in an Assault mech. You have to be comfortable with dying and just make your goal putting out as much damage as possible before you soak it so your team can clean up.

    Oh I’m aware, the Victor wasn’t my first assault.

    The VTR was consistently going down while doing nothing, because I was getting ending up in the position of having to push for the team when I couldn’t get in range, and nobody else was sharing armor. I was ending too many games with little damage done because all I did was soak damage and then keel over.

    Quick question: which Victor variant did you go with?

    9S

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Nobody wrote: »
    Erlkönig wrote: »
    Nobody wrote: »
    chasm wrote: »
    Nobody wrote: »
    Ended up ditching my VTR when, after a series of losses, I checked the stats and realized that my win record with it was 5 wins, 15 losses. Worst ratio of any of my mechs even compared to when I had them at the same number of games.

    I just wasn't enjoying playing it and the number of times my team was aggressive enough to follow up could be counted on one hand.

    That's just life in an Assault mech. You have to be comfortable with dying and just make your goal putting out as much damage as possible before you soak it so your team can clean up.

    Oh I’m aware, the Victor wasn’t my first assault.

    The VTR was consistently going down while doing nothing, because I was getting ending up in the position of having to push for the team when I couldn’t get in range, and nobody else was sharing armor. I was ending too many games with little damage done because all I did was soak damage and then keel over.

    Quick question: which Victor variant did you go with?

    9S

    Nuts. If you had the 9B, I'd've shared my build that seems to be doing mostly okay.

    Hint: it's built around triple RAC2s.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    chasmchasm Ill-tempered Texan Registered User regular
    The 9A1 is also a fucking wrecking ball.

    steam_sig.png
    XBL : lJesse Custerl | MWO: Jesse Custer | Best vid ever. | 2nd best vid ever.
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    NobodyNobody Registered User regular
    edited December 2018
    I regret not getting the 9A1, but I already had the MAL for multiple AC shenanigans

    Nobody on
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    SiliconStewSiliconStew Registered User regular
    edited December 2018
    I wonder, can I go into the XML and make AC20's fire like Small Lasers when you melee? This feels like something that needs to happen.

    Just change "Category" from Ballistic to AntiPersonnel. But doing that also inadvertantly gives a major accuracy boost because AP weapons ignore evasion. Of course now you can't put the modded weapon in a ballistic slot anymore either without modding the chassis hardpoints.

    SiliconStew on
    Just remember that half the people you meet are below average intelligence.
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    Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Heir wrote: »
    If we're listing things we'd like added to Battletech:

    1. More deployment options that are focused on logistics. Examples: Picking where you launch from, choosing whether to contract out another mercenary corp to back you up for a tough mission, etc.

    2. More political stuff. If you piss off another corp or a certain faction they come after you. Having rivals, allies with other mercenaries.

    3. Just more combat options in general. I've got a mix of heavies and assaults at this point and the missions all kind of feel the same. Even tough base defense missions are relatively trivial once you figure out how to get enemies to target your mechs instead of the base.

    I'd like it be a little less "engagement-y". Like, instead of starting at one end of the map and seeing the blip of the OpFor on the other side of the map, I'd like it be more similar to MechWarrior 2 where your dropship lands and you have nav points that may or may not be 100% accurate (and they can be changed or added as the mission develops). You head towards 1, then another, until you've achieved your primary and/or secondary objectives and head back to your dropship. Since you have the Leopard, maybe have the ability to call it in if you need to get out quickly, but you have to wait a couple of turns. That'd require larger maps and probably a lot of other changes I'm not thinking about, but I think it'd feel more like a contract and less like loading a 4v8 or whatever battle.

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    ErlkönigErlkönig Seattle, WARegistered User regular
    Nobody wrote: »
    I regret not getting the 9A1, but I already had the MAL for multiple AC shenanigans

    Heh...

    For me, the Mauler is my twin-heavy gauss rifle platform. The Victor-9B, however, can fit three RAC2s in a single arm. Because of that, it can hug a corner, expose only the right arm, and just dump teeny bullets at targets. Streak-4s and a pair of medium lasers for when folks get a little too close.

    | Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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    NobodyNobody Registered User regular
    Erlkönig wrote: »
    Nobody wrote: »
    I regret not getting the 9A1, but I already had the MAL for multiple AC shenanigans

    Heh...

    For me, the Mauler is my twin-heavy gauss rifle platform. The Victor-9B, however, can fit three RAC2s in a single arm. Because of that, it can hug a corner, expose only the right arm, and just dump teeny bullets at targets. Streak-4s and a pair of medium lasers for when folks get a little too close.

    There's a MAL build I came across that runs 4xAC2/2xRAC2 that I may try out in the future, right now it's the 4 LB-10X build.

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