Man, I want to like the Dragon. I really do. I always seem to do ~pretty well~ with it, but I can't manage more than that. With the Centurion I either wind up with multiple kills and 400+ damage or I walk off the edge of the base while zoomed in and catch 800 LRMs in the face really quickly. With the Dragon I always end up with 200-400 damage dealt and my entire 'mech flashing red by the end. I just don't feel like I've got the necessary punch with the Dragon--the AC/10 is reliable and low-heat but only deals 10 damage per volley.
I'm tempted to work out a PPC build for the Dragon and see if I can't combine the two. I learned I'm not the only PAer running PPCs these days, either; we had a PPC Cat for a few games there.
The Dragon is a touchy mech, but I've personally grown attached to them since starting. They run counter-intuitive to what you think of a Heavy by having less hitting power than most mediums but higher speed on average. In my experience playing with them, my role was to provide support where it was needed. If some light sneaks past and tries to cap our base, I'm the guy who runs back and either chases him off or freezes the cap. I can also be the guy who breaks past the enemy line and attempts a cap but can't just be chased off by a Jenner. I'm also the guy who can break off and provide support where needed. Or I can hold a group of enemies down long enough for the cavalry to charge in.
I haven't really played since the newest changes, but with DHS and ES armor, I imagine that with proper investment you can make a Dragon with high armor, good speed, and plenty of hitting power.
User name Alazull on Steam, PSN, Nintenders, Epic, etc.
We had a long officer's meeting before practice tonight and discussed a lot of stuff. In attendance were: Myself, Zeitler, AMC Eagle, Bigpapasquatch, Nachturnus, Gowan, The Gate, and Kaox Veed. First on the agenda was special officer classes, currently AMC is Comm's Officer, Gowan is Propaganda, and The Gate is Intel Specialist. We will be adding a diplomatic liaison when we get a better idea of what CW will look like. We considered making a "public" channel that anyone could use, however we thought better so we will continue using 1st RDR Einherjar as a channel to communicate with any non-members when necessary as it is not password protected.
Next was recruiting, we are currently NOT recruiting. We have hit our unit cap of 24 (2 companies) and will no longer be accepting new members unless someone drops out, or you have a real friend you would like to invite. This doesn't mean you can't point people to our website and declare us on the forums and in game, in fact do this as much as you want! Just let people know if they apply for membership their application will stew until we have an opening.
Next is language, we will never tell you not to talk a certain way, but try to have a little bit of a filter. Some of our members have young impressionable children, some of whom are just learning to talk, so hearing too many F-bombs from daddy's stompy friends probably won't build the most savory vocabulary for them.
Cheese builds! Run what you want, run what you are effective piloting. However you won't ever become truly skilled by running cheese builds. Also if you are new, definitely stay away from them as you are only hurting yourself. We also want to be known as a unit who dominates using few or no cookie-cutter mechs. Again, it's not against the rules, just a bit unethical.
Command Structure: This is mainly in reference to actual gameplay, I'm adding a step to the pre-match checklist (you are all doing that right?) to specify who is running the match (i.e. giving orders, laying out general strategy, etc.) This doesn't have to be the ranking member in the group (although it would be nice if that were the case). And if you are the ranking officer and someone under you is running the game you're in, let them, don't contradict orders. If you lose due to a bad tactical decision, talk it out after the match. The only way people will ever learn to lead a drop is by doing it, so if you want a chance to run some games, speak up.
Dividing Lances: If our drops fill up and we have to split, be sure you don't stick a bunch of new guys in the secondary drop, spread out the experienced players with the less so. And make sure everyone has a scout. Also make sure you don't stick a bunch of support players together. Be smart about forming drops, also try to do this along lance lines.
We had a long officer's meeting before practice tonight and discussed a lot of stuff. In attendance were: Myself, Zeitler, AMC Eagle, Bigpapasquatch, Nachturnus, Gowan, The Gate, and Kaox Veed. First on the agenda was special officer classes, currently AMC is Comm's Officer, Gowan is Propaganda, and The Gate is Intel Specialist. We will be adding a diplomatic liaison when we get a better idea of what CW will look like. We considered making a "public" channel that anyone could use, however we thought better so we will continue using 1st RDR Einherjar as a channel to communicate with any non-members when necessary as it is not password protected.
Next was recruiting, we are currently NOT recruiting. We have hit our unit cap of 24 (2 companies) and will no longer be accepting new members unless someone drops out, or you have a real friend you would like to invite. This doesn't mean you can't point people to our website and declare us on the forums and in game, in fact do this as much as you want! Just let people know if they apply for membership their application will stew until we have an opening.
Next is language, we will never tell you not to talk a certain way, but try to have a little bit of a filter. Some of our members have young impressionable children, some of whom are just learning to talk, so hearing too many F-bombs from daddy's stompy friends probably won't build the most savory vocabulary for them.
Cheese builds! Run what you want, run what you are effective piloting. However you won't ever become truly skilled by running cheese builds. Also if you are new, definitely stay away from them as you are only hurting yourself. We also want to be known as a unit who dominates using few or no cookie-cutter mechs. Again, it's not against the rules, just a bit unethical.
Command Structure: This is mainly in reference to actual gameplay, I'm adding a step to the pre-match checklist (you are all doing that right?) to specify who is running the match (i.e. giving orders, laying out general strategy, etc.) This doesn't have to be the ranking member in the group (although it would be nice if that were the case). And if you are the ranking officer and someone under you is running the game you're in, let them, don't contradict orders. If you lose due to a bad tactical decision, talk it out after the match. The only way people will ever learn to lead a drop is by doing it, so if you want a chance to run some games, speak up.
Dividing Lances: If our drops fill up and we have to split, be sure you don't stick a bunch of new guys in the secondary drop, spread out the experienced players with the less so. And make sure everyone has a scout. Also make sure you don't stick a bunch of support players together. Be smart about forming drops, also try to do this along lance lines.
Don't get me wrong, if the Warfare update ends up being awesome and totally worth organizing for, I'm expecting at least a subset of us will take it seriously but...yeesh.
I've been in super successful raiding guilds in WoW where the entire leadership/organization was "Meh, show up and we'll go kill stuff". These guys are way over thinking this game right now.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Even under super-cereal conditions, there's no way serious PA play will get to that point of totally pretentious ridiculousness. At worst, we're looking at 1-2 people telling everybody who to shoot at and picking builds in order to have the maximum team effectiveness. The notion of "officers" is just ludicrous, unless it's to have awesome names like Major Dick.
Ok, this is something I think I saw mentioned on the official forums, and it's been bugging me; that engine caps are based on what the chassis (or more specifically, the variant) uses by default. So that, say, a Centurion variant that uses a better engine than others by default can get better upgrades too. This kinda pisses me off.
Ok, this is something I think I saw mentioned on the official forums, and it's been bugging me; that engine caps are based on what the chassis (or more specifically, the variant) uses by default. So that, say, a Centurion variant that uses a better engine than others by default can get better upgrades too. This kinda pisses me off.
I kinda like this actually. It keeps each chassis from becoming homogenised across all it's variants, allowing more advantages and disadvantages to be weighed up when choosing one. PGI have stated that they want to have distinct roles for each mech to play, and I think this plays into that ethos.
As for the CN9-D, I can see myself switching my CN9-A build into that (AC10, 2MLAS, SRM4) and building some kind of double shield arm triple SRM6 LLAS monstrosity back into the A. Other option is to stick in 2 AC2s and ruin all Gaussapults fun for all time. I think the latter will bring me greater joy in the long run
I think the hardpoint restrictions (and, you know, the models/hitboxes) are enough to differentiate the chassis and variants; giving some a flat-out better capacity for engine upgrades seems excessive.
Even under super-cereal conditions, there's no way serious PA play will get to that point of totally pretentious ridiculousness. At worst, we're looking at 1-2 people telling everybody who to shoot at and picking builds in order to have the maximum team effectiveness. The notion of "officers" is just ludicrous, unless it's to have awesome names like Major Dick.
I have to be in charge at work all day, so I'm happy to take a subordinate role. I nominate myself as Private Parts.
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Judge-ZTeacher, for Great JusticeUpstate NYRegistered Userregular
Also, in a smartass attempt to one up the dossier collectors - and give them something to chew over - I've been thinking about producing a Sarna style history of Oosik's irregulars. Obviously, I'd love to have input from the rest of the mob, but I'd like to include (largely tongue in cheek) unit history, organization, major battles and notable pilots (with anyone who wanted to adding "themselves" to the list).
Here are my initial thoughts...
1. We broke off from the Warrambungle Armored National Guard, are now mercenaries.
2. Our organizational structure is ad-hoc at best, even though we have an organizational chart on paper (see a few pages back. Brilliant!)
3. Our tactics are either brilliantly complex and impossible to counter, or completely randomly insane, and impossible to counter. Debate rages, even within the Irregulars.
4. Many of our major battles have been fought over objectives of questionable military value - but of great value to the Oosik's. (I'm thinking of writing up one called, "The Defense of the Distillery.")
Ok, this is something I think I saw mentioned on the official forums, and it's been bugging me; that engine caps are based on what the chassis (or more specifically, the variant) uses by default. So that, say, a Centurion variant that uses a better engine than others by default can get better upgrades too. This kinda pisses me off.
I kinda like this actually. It keeps each chassis from becoming homogenised across all it's variants, allowing more advantages and disadvantages to be weighed up when choosing one. PGI have stated that they want to have distinct roles for each mech to play, and I think this plays into that ethos.
Same here. I can understand being annoyed at it, especially if you're really attached to tabletop BT. As someone who doesn't really give a toss about sticking to TT and just wants this game to be good, though, I think this mechanic has promise. As long as they're careful to balance things so that the variant with the largest engine isn't always the no-brainer choice, it can provide more variety to a game that really needs it thanks to the vast proliferation of marginally-differentiated 'Mechs in this franchise.
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acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
*wall of text crits acid's brain for massive damage*
Judge-Z I like it so far, but somehow you have to work weiner dick butt into our origins. Maybe those can be the names of the three original members (pun intended) who created it then subsequently disappeared never to be seen again, possibly with the implication that they share a similar origin to Wolf's Dragoons' management and split off to better prepare us for the forthcoming invasion.
Even under super-cereal conditions, there's no way serious PA play will get to that point of totally pretentious ridiculousness. At worst, we're looking at 1-2 people telling everybody who to shoot at and picking builds in order to have the maximum team effectiveness. The notion of "officers" is just ludicrous, unless it's to have awesome names like Major Dick.
I have to be in charge at work all day, so I'm happy to take a subordinate role. I nominate myself as Private Parts.
I call "rear admiral".
I feel like the org chart should be a .gif with the connections changing subtly if you stare at it for more than five seconds.
Man, I want to like the Dragon. I really do. I always seem to do ~pretty well~ with it, but I can't manage more than that. With the Centurion I either wind up with multiple kills and 400+ damage or I walk off the edge of the base while zoomed in and catch 800 LRMs in the face really quickly. With the Dragon I always end up with 200-400 damage dealt and my entire 'mech flashing red by the end. I just don't feel like I've got the necessary punch with the Dragon--the AC/10 is reliable and low-heat but only deals 10 damage per volley.
I'm tempted to work out a PPC build for the Dragon and see if I can't combine the two. I learned I'm not the only PAer running PPCs these days, either; we had a PPC Cat for a few games there.
I've had pretty good success the last couple of days in an ER PPC armed Centurion -AL. It's definitely not a cheap build to use, but I found that if you're good with a Gauss rifle, you're good with a PPC.
245 Standard Engine
Endo-Steel
Double Heatsinks
ER PPC
3x Small Lasers
2x Streak SRM-2, 2 tons of ammo
6x Double Heatsinks (total of 16 on chassis)
Full armor except on legs, which are at 39 points each
It goes 79.4 kph before speed efficiencies, has enough heat dissipation to sustain sniper fire, and Streaks + Small Lasers give a good close-range punch as a backup. An XL engine might help, but is a bit expensive for me right now.
I use a dual-PPC Centurion as my main 'mech. Standard engine, standard structure, double sinks, and two PPCs. I've been waiting to mess with it further until after the double heat sink buff.
I wouldn't use ER PPCs in a team game, though--you're paying half again as much heat for no extra damage. When someone gets in under my minimum range, I mosey on over towards my teammates and let them deal with it. Meanwhile I'm pumping out far more damage than an ER PPC setup and have twice the alpha.
Do you run anything in there other than the PPCs? I can see that as a pure direct fire-support unit, but I think I prefer keeping short-range capabilities. Personal preferences and differing team makeups, I suppose.
I have two small lasers in the torso as well as an AMS, and I have killed 'mechs with the lasers before. The PPCs work fairly well at 45m or so in practice, though. Their damage doesn't drop to zero immediately when your target gets closer than 90m.
Also, in a smartass attempt to one up the dossier collectors - and give them something to chew over - I've been thinking about producing a Sarna style history of Oosik's irregulars. Obviously, I'd love to have input from the rest of the mob, but I'd like to include (largely tongue in cheek) unit history, organization, major battles and notable pilots (with anyone who wanted to adding "themselves" to the list).
Here are my initial thoughts...
1. We broke off from the Warrambungle Armored National Guard, are now mercenaries.
2. Our organizational structure is ad-hoc at best, even though we have an organizational chart on paper (see a few pages back. Brilliant!)
3. Our tactics are either brilliantly complex and impossible to counter, or completely randomly insane, and impossible to counter. Debate rages, even within the Irregulars.
4. Many of our major battles have been fought over objectives of questionable military value - but of great value to the Oosik's. (I'm thinking of writing up one called, "The Defense of the Distillery.")
Thoughts? Waste of time? Awesome sauce?
I'm sure there are plenty of phallic-shaped, lore-accurate objectives that the Oosiks can have a history of conquering/defending.
The Oosik Irregulars formed when the 2nd Oosik Regulars, while deploying to protect a critical steelworks on Twycross, "mis-calculated" a set of jump coordinates and arrived instead in orbit of Talisker IV. Apparently not realizing the mistake, the Oosiks took up defensive positions--which would later prove fortunate, as the planet was subject to a surprise attack by a combined-arms force of 'mechs and infantry in an attempt to take control of its HPG uplink. In the ensuing battle, the HPG uplink was swiftly destroyed (allegedly due to friendly fire), but the Oosiks--now out of contact with their command structure--elected to remain on Talisker IV. They dug in around the capital city--incidentally home of the sector's only Class 3 brewery--and prepared to fight an extended siege. In the following weeks, the Oosiks earned a reputation as one of the most obdurate and immovable companies in the Inner Sphere. According to contemporary accounts, they could be dislodged neither by any quantity of enemy fire nor by the direct, angrily-shouted orders of their superiors.
In the aftermath of the conflict, the Oosik Irregulars became a mercenary unit, claiming Talisker IV as their base of operations henceforth.
Dividing Lances: If our drops fill up and we have to split, be sure you don't stick a bunch of new guys in the secondary drop, spread out the experienced players with the less so. And make sure everyone has a scout. Also make sure you don't stick a bunch of support players together. Be smart about forming drops, also try to do this along lance lines.
Okay actually this is a good idea. I've run into times where it seems like there's a clear and definitive "A" and "B" squad, and sometimes the "B" squad has a lot of people I don't recognize, and it seems like we don't do as well. It'd be nice if we split a bit differently once in a while. Ideally, though, everybody should be playing with everybody.
Even under super-cereal conditions, there's no way serious PA play will get to that point of totally pretentious ridiculousness. At worst, we're looking at 1-2 people telling everybody who to shoot at and picking builds in order to have the maximum team effectiveness. The notion of "officers" is just ludicrous, unless it's to have awesome names like Major Dick.
I have to be in charge at work all day, so I'm happy to take a subordinate role. I nominate myself as Private Parts.
I call "rear admiral".
TO LATE BITCHES!!! But really, i called it last thread. See title...
I suppose there is a certain element of the regulars joining up in the group that has most other regulars playing. Regulars being regular will generally be better players, so that will have some effect. Though I think the main factor is that playing with players I don't know so well is that myself and others are less likely to try and take command and shout out targets. Seeing as this is a pretty major factor in the team playing well together it's going to make a significant difference to how well we do.
The Oosik Irregulars formed when the 2nd Oosik Regulars, while deploying to protect a critical steelworks on Twycross, "mis-calculated" a set of jump coordinates and arrived instead in orbit of Talisker IV. Apparently not realizing the mistake, the Oosiks took up defensive positions--which would later prove fortunate, as the planet was subject to a surprise attack by a combined-arms force of 'mechs and infantry in an attempt to take control of its HPG uplink. In the ensuing battle, the HPG uplink was swiftly destroyed (allegedly due to friendly fire), but the Oosiks--now out of contact with their command structure--elected to remain on Talisker IV. They dug in around the capital city--incidentally home of the sector's only Class 3 brewery--and prepared to fight an extended siege. In the following weeks, the Oosiks earned a reputation as one of the most obdurate and immovable companies in the Inner Sphere. According to contemporary accounts, they could be dislodged neither by any quantity of enemy fire nor by the direct, angrily-shouted orders of their superiors.
In the aftermath of the conflict, the Oosik Irregulars became a mercenary unit, claiming Talisker IV as their base of operations henceforth.
I think the hardpoint restrictions (and, you know, the models/hitboxes) are enough to differentiate the chassis and variants; giving some a flat-out better capacity for engine upgrades seems excessive.
See, I think that engine restrictions go well with hardpoint restrictions. Some mechs have TONS of weapon hardpoints (like the hunchback), while others have relatively few (like the centurion). Allowing a different range of engines per chassis does a lot to individualize them. What's the point of the Cicada chassis, if any other medium can go just as fast.
Yeah, I'd like the next 'mech to be a heavy or an assault.
Mostly I'd like the next 'mech to land in my mechbay, because I am damn tired of grinding. It feels like everything takes about twice as long as it should to get.
I am starting to agree with you. I enjoy the game play but the money grind is ridiculous. 150k for a win after repairs when it takes millions to buy a mech and hell 3-4 wins to buy a Gauss rifle.
I'm disliking the grind a lot.
PSN: Valiant_heartPC: Valiantheart99
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grouch993Both a man and a numberRegistered Userregular
I am very selective about my grouping.
Since the team lead usually ends up going to the first available person with a "G" or "H" Name, I have these rules:
If you haven't friended me it might take a few more seconds to get an invitation.
I refuse to invite people after the group is full.
Invitations are sent based on the waiting list or when I think I heard people join the vent channel.
Stupid jokes aside, most of us seem to jump to whichever channel appears to have space, or check the full ones to see if an opening will be coming along.
I think the hardpoint restrictions (and, you know, the models/hitboxes) are enough to differentiate the chassis and variants; giving some a flat-out better capacity for engine upgrades seems excessive.
See, I think that engine restrictions go well with hardpoint restrictions. Some mechs have TONS of weapon hardpoints (like the hunchback), while others have relatively few (like the centurion). Allowing a different range of engines per chassis does a lot to individualize them. What's the point of the Cicada chassis, if any other medium can go just as fast.
Cent vs. Hunch isn't the best example, considering that both are 50 ton mechs with 200 stock engine across all variants (well, except for the YLW)
In any case, I don't see it as that big a deal. Just because you can fit a bigger engine in X variant compared to Y doesn't mean it's that much better. I mean, you have to fit weapons on it as well. I know there are some good Dragon builds out there that have you *downgrading* the starting engine (then again, last time I looked as such things was before FF/ES/DHS, so I'm not sure if those builds require it anymore)
Taking my premium bonus out of the equation, I am making in the 150k-200k range gross for a very good match (IE a win with 3-4 kills). Which I have to agree is a little on the stingy side.
Maybe by "private" they mean "only accessible from within the realm of existence." Perhaps entities from outside of space-time cannot see the list. They're safe from Cthulhu, perhaps.
That list is a private member of the Prime Material Plane object.
Man, a combination D&D/comp sci joke, posted in reply to a combination semantics/Cthulhu joke about a website containing a roster for a video game team. I think we may have hit Peak Nerd here. 8->
(FYI, you guys only get the "smug/adoring" emoticon because the heart seems to be broken.)
Posts
Because if you're taking critical hits to the head you're dead anyway
Hmm...in the TT, damage does not transfer to or from the head. So that might not be a terrible idea.
Still, I love having a HS in the head. Except in my 4SP, I put TAG in there.
The Dragon is a touchy mech, but I've personally grown attached to them since starting. They run counter-intuitive to what you think of a Heavy by having less hitting power than most mediums but higher speed on average. In my experience playing with them, my role was to provide support where it was needed. If some light sneaks past and tries to cap our base, I'm the guy who runs back and either chases him off or freezes the cap. I can also be the guy who breaks past the enemy line and attempts a cap but can't just be chased off by a Jenner. I'm also the guy who can break off and provide support where needed. Or I can hold a group of enemies down long enough for the cavalry to charge in.
I haven't really played since the newest changes, but with DHS and ES armor, I imagine that with proper investment you can make a Dragon with high armor, good speed, and plenty of hitting power.
Don't get me wrong, if the Warfare update ends up being awesome and totally worth organizing for, I'm expecting at least a subset of us will take it seriously but...yeesh.
I've been in super successful raiding guilds in WoW where the entire leadership/organization was "Meh, show up and we'll go kill stuff". These guys are way over thinking this game right now.
http://steamcommunity.com/id/pablocampy
Psh, those guys are nowhere near peak grognard. You're just scratching the surface of what lurks within the battletech community.
Hold me
http://steamcommunity.com/id/pablocampy
Double AMS.
Otherwise it is clearly the worst Atlas chassis.
Only an LRM 10, and it retains the two medium lasers.
I kinda like this actually. It keeps each chassis from becoming homogenised across all it's variants, allowing more advantages and disadvantages to be weighed up when choosing one. PGI have stated that they want to have distinct roles for each mech to play, and I think this plays into that ethos.
As for the CN9-D, I can see myself switching my CN9-A build into that (AC10, 2MLAS, SRM4) and building some kind of double shield arm triple SRM6 LLAS monstrosity back into the A. Other option is to stick in 2 AC2s and ruin all Gaussapults fun for all time. I think the latter will bring me greater joy in the long run
http://steamcommunity.com/id/pablocampy
AND NE'ER SHALL OUR OPINIONS MEET!
http://steamcommunity.com/id/pablocampy
I have to be in charge at work all day, so I'm happy to take a subordinate role. I nominate myself as Private Parts.
Here are my initial thoughts...
1. We broke off from the Warrambungle Armored National Guard, are now mercenaries.
2. Our organizational structure is ad-hoc at best, even though we have an organizational chart on paper (see a few pages back. Brilliant!)
3. Our tactics are either brilliantly complex and impossible to counter, or completely randomly insane, and impossible to counter. Debate rages, even within the Irregulars.
4. Many of our major battles have been fought over objectives of questionable military value - but of great value to the Oosik's. (I'm thinking of writing up one called, "The Defense of the Distillery.")
Thoughts? Waste of time? Awesome sauce?
Same here. I can understand being annoyed at it, especially if you're really attached to tabletop BT. As someone who doesn't really give a toss about sticking to TT and just wants this game to be good, though, I think this mechanic has promise. As long as they're careful to balance things so that the variant with the largest engine isn't always the no-brainer choice, it can provide more variety to a game that really needs it thanks to the vast proliferation of marginally-differentiated 'Mechs in this franchise.
*wall of text crits acid's brain for massive damage*
Judge-Z I like it so far, but somehow you have to work weiner dick butt into our origins. Maybe those can be the names of the three original members (pun intended) who created it then subsequently disappeared never to be seen again, possibly with the implication that they share a similar origin to Wolf's Dragoons' management and split off to better prepare us for the forthcoming invasion.
I feel like the org chart should be a .gif with the connections changing subtly if you stare at it for more than five seconds. I have two small lasers in the torso as well as an AMS, and I have killed 'mechs with the lasers before. The PPCs work fairly well at 45m or so in practice, though. Their damage doesn't drop to zero immediately when your target gets closer than 90m.
I'm sure there are plenty of phallic-shaped, lore-accurate objectives that the Oosiks can have a history of conquering/defending.
http://steamcommunity.com/id/pablocampy
In the aftermath of the conflict, the Oosik Irregulars became a mercenary unit, claiming Talisker IV as their base of operations henceforth.
Okay actually this is a good idea. I've run into times where it seems like there's a clear and definitive "A" and "B" squad, and sometimes the "B" squad has a lot of people I don't recognize, and it seems like we don't do as well. It'd be nice if we split a bit differently once in a while. Ideally, though, everybody should be playing with everybody.
TO LATE BITCHES!!! But really, i called it last thread. See title...
http://steamcommunity.com/id/pablocampy
slowclap.gif
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
@TOGSolid
See, I think that engine restrictions go well with hardpoint restrictions. Some mechs have TONS of weapon hardpoints (like the hunchback), while others have relatively few (like the centurion). Allowing a different range of engines per chassis does a lot to individualize them. What's the point of the Cicada chassis, if any other medium can go just as fast.
I am starting to agree with you. I enjoy the game play but the money grind is ridiculous. 150k for a win after repairs when it takes millions to buy a mech and hell 3-4 wins to buy a Gauss rifle.
I'm disliking the grind a lot.
If you haven't friended me it might take a few more seconds to get an invitation.
I refuse to invite people after the group is full.
Invitations are sent based on the waiting list or when I think I heard people join the vent channel.
Stupid jokes aside, most of us seem to jump to whichever channel appears to have space, or check the full ones to see if an opening will be coming along.
Cent vs. Hunch isn't the best example, considering that both are 50 ton mechs with 200 stock engine across all variants (well, except for the YLW)
In any case, I don't see it as that big a deal. Just because you can fit a bigger engine in X variant compared to Y doesn't mean it's that much better. I mean, you have to fit weapons on it as well. I know there are some good Dragon builds out there that have you *downgrading* the starting engine (then again, last time I looked as such things was before FF/ES/DHS, so I'm not sure if those builds require it anymore)
FYI, if you use the angry smiley you get this: :x