HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Wait like actual mech size and scale changes? Is PGI on board with actually doing that or is this the "Cauldron" floating the idea it be done unprompted?
Wait like actual mech size and scale changes? Is PGI on board with actually doing that or is this the "Cauldron" floating the idea it be done unprompted?
PGI did mention it as part of their April Dev post and it's included in Quarter 2 of their roadmap:
QUARTER 2 - IMPROVE EXISTING CONTENT + LOCALIZATION
New Player Experience
Update Trial ‘Mechs and Loadouts (batch 2)
More New Player Video Tutorials (official and community)
Update Wiki / Add Wiki Contributors
New Player Welcome Emails
Maps - Improvements
Update Maps (Key QP Maps)
Spawn Point Fixes Pass 1
Improve select Unbalanced Maps - Changing Paths and Cover
Tweak Lighting where appropriate (Hibernal Rift)
‘Mechs
New 'Mech Variants - Release 2 new Mech Variant of existing Chassis Improve 'Mechs Scale (for fun and role vs volumetric)
Assuming the April patch goes over exceptionally well Daeron and Matt will likely just keep taking what the Cauldron gives them.
Mechs that are 20 or 25 tons are mostly at the right size (except the Flea which gets a little larger).
Other mechs are getting reduced anywhere from 3%-16% with an average of a 10% reduction in size, except the Urbie, which doesn't change.
Also, they want the Hellbringer and Nightstar arms addressed to bring them closer to the torso.
Oh interesting, that's one way to up mech TTK. So, given that most mechs are getting downsized by ~10%, I guess that means the Flea, Urbie and Catapult are getting their survivability comparatively "nerfed".
Not sure how I feel about that re: Catapult, that mech doesn't feel especially sturdy even now. Boating missiles is a "whoops lost half your weapons during first exchange" trap, which given its iconic missle'd look is disappointing. Hopefully mechs with super exposed components like that get some quirks that make said components sturdier in the future.
Actually, I wouldn't mind if all mechs with prominent arms had said arms made sturdier, the "just stick weapons on the torso and use arms as shields" meta isn't particularly interesting.
Mechs that are 20 or 25 tons are mostly at the right size (except the Flea which gets a little larger).
Other mechs are getting reduced anywhere from 3%-16% with an average of a 10% reduction in size, except the Urbie, which doesn't change.
Also, they want the Hellbringer and Nightstar arms addressed to bring them closer to the torso.
Oh interesting, that's one way to up mech TTK. So, given that most mechs are getting downsized by ~10%, I guess that means the Flea, Urbie and Catapult are getting their survivability comparatively "nerfed".
Not sure how I feel about that re: Catapult, that mech doesn't feel especially sturdy even now. Boating missiles is a "whoops lost half your weapons during first exchange" trap, which given its iconic missle'd look is disappointing. Hopefully mechs with super exposed components like that get some quirks that make said components sturdier in the future.
Actually, I wouldn't mind if all mechs with prominent arms had said arms made sturdier, the "just stick weapons on the torso and use arms as shields" meta isn't particularly interesting.
They have mentioned upping arm armor on mechs like the Jager and Jenner, I’d guess Catapults are in there too.
Oh interesting, that's one way to up mech TTK. So, given that most mechs are getting downsized by ~10%, I guess that means the Flea, Urbie and Catapult are getting their survivability comparatively "nerfed".
Makes MG-boating as a light much harder, the spread at backstabbing range is already tough to remove a torso before they turn and delete you.
Also wouldn't that make LRM slightly better, as they "lock" and will hit regardless of mech size?
Would also help SSRM, which would be nice, right now I never use them because anything close enough to use SSRM is going to be too hard for me to lock on anyways.
Smaller targets means the missiles will be spread across a relative larger area of mech, since their grouping is independent of target size. True of shotgun weapons like the LBX, too, anything with spread is going to be weakened by this as even direct hits will now be less focused, while pinpoint weapons will still deal their full damage to the component they impact.
Not a bad way to reduce indirect fire effectiveness honestly, though speaking personally, I'm already shit with MRMs and this won't help.
Glal on
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KayWhat we need...Is a little bit of PANIC.Registered Userregular
Given that pretty much every mech is getting reduced in size (other than the Flea, Urbie and Catapult)... That doesn't seem much like mech rescaling relative to each other, apart from those three. Surely the need to make something like the Atlas the baseline at 100tons and then rescale as appropriate?
3DS FCode: 1993-7512-8991
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2021
Giving up on trying to get the Huntsman to work. It's on par with the Vapor Eagle now. Jump jet mechs are NOT my thing.
My Hunchback I have mixed feelings on. I re-tuned it a touch tonight, swapping the engine to the max grade allowed while dropping the 9th laser slot. Still makes use of the +2 HSL for medium lasers. Still dead as fuck if I lose the one torso with all the heat sinks in it. Maybe I should swap it to regular heat sinks. Stick those in the feet and CT, and a couple in the laser shoulder. It'll be less efficient, but it'll also provide way more survivability in a sense.
Edit - Plus with all the slots freed up I can change the structure and maybe armor, and slot overall more heat sinks in... Wow. I found a use for standard heat sinks. Mechs that lean their weapon profiles heavily on one side.
Given that pretty much every mech is getting reduced in size (other than the Flea, Urbie and Catapult)... That doesn't seem much like mech rescaling relative to each other, apart from those three. Surely the need to make something like the Atlas the baseline at 100tons and then rescale as appropriate?
IIRC it’s a combination of rescaling more volumetrically in comparison to what PGI had done before with some sidesteps for balance and feel using the Commando as the base point.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
We regret to inform you that loads of Standard Heat Sinks, even with additional weight's worth, sucks ass compared to a limited few Doubles. I had to drastically downgrade the engine size to get the heat ratio to match up, with more than double the heat sinks allocated that way.
Gonna strip the Hunchback down like I did the other retired mechs.
Given that pretty much every mech is getting reduced in size (other than the Flea, Urbie and Catapult)... That doesn't seem much like mech rescaling relative to each other, apart from those three. Surely the need to make something like the Atlas the baseline at 100tons and then rescale as appropriate?
IIRC it’s a combination of rescaling more volumetrically in comparison to what PGI had done before with some sidesteps for balance and feel using the Commando as the base point.
I was going to post this weekend that the resizes really annoy me to no end. Ever since PGI did their first round where a Catapult ended up being the same size as a Jenner (and IIc) they just pissed me off to no end. This new resize annoyed me more since it appears that the Locust and Urbanmech (my other favorite mechs) will now magically get bigger thanks to everybody else getting smaller. Your post Nobody does help me understand where they are coming from, and it does lessen the annoyance to me. I'm guessing they are just making things up to help with the balance of TTK more than actual scale to a real world pilot and weight of the mech. As in 5 Fleas, 4 Locusts, or 3.3333333333 Urbanmechs should take up the same area as a King Crab (or vice versa).
We regret to inform you that loads of Standard Heat Sinks, even with additional weight's worth, sucks ass compared to a limited few Doubles. I had to drastically downgrade the engine size to get the heat ratio to match up, with more than double the heat sinks allocated that way.
Gonna strip the Hunchback down like I did the other retired mechs.
Yeah, after you mentioned your plan, I hopped over to https://mech.nav-alpha.com/ and tried swapping DHS to SHS in the Hunchback-4P. While the heat capacity went up a little, the heat dissipation was gutted (due to losing the true doubling of the engine heatsinks).
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
It’s also a first pass so I’d guess that there will be additional modifications
Yeah, the more I think about the subject. Scaling make believe things really are a pain in the rear. Honestly it probably would be best if they just resized them for the game play balance more than trying to make them realistic. Because who knows, the Locust could be really dense inside since they are small, meanwhile the King Crab might not be that much taller due to most of its mass is spread out sideways and thicker arms and legs. So I'm going to just go back to what I was doing before when I restarted playing MWO again. Just enjoy figuring out really funny/bad builds and enjoying the opportunity to pilot robots against others. I'm just going to keep some of them as meta if I want to do "well" in matches or speed up completing events faster.
Given how inconsistent the Battletech lore/sources themselves are on the size of the 'mechs, as long as it doesn't look too dumb it doesn't bother me, I'll take skewing towards PVP balance over canon at this point.
Plus, I find the small Catapult adorable.
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OrcaAlso known as EspressosaurusWrexRegistered Userregular
As soon as PVP is involved lore has to take a back seat.
Or you accept that there will be local minima and maxima and the meta will look nothing like the lore.
It’s also a first pass so I’d guess that there will be additional modifications
Yeah, the more I think about the subject. Scaling make believe things really are a pain in the rear. Honestly it probably would be best if they just resized them for the game play balance more than trying to make them realistic. Because who knows, the Locust could be really dense inside since they are small, meanwhile the King Crab might not be that much taller due to most of its mass is spread out sideways and thicker arms and legs. So I'm going to just go back to what I was doing before when I restarted playing MWO again. Just enjoy figuring out really funny/bad builds and enjoying the opportunity to pilot robots against others. I'm just going to keep some of them as meta if I want to do "well" in matches or speed up completing events faster.
Less in this game because of the low speed, but game scale can be funny. There were ENDLESS discussions on scale in Star Wars Squadrons despite the devs and numerous people showing exactly how things fit to scale, because our brains are terrible at judging size of things that move, especially things that move fast.
Anyways, got to throw my first Polar match. As soon as it got picked, too a bathroom break. Get back to my PC and shamble up to the "firing line" where both teams are just sitting completely still lobbing hundreds of LRMs back and forth. Our team appeared to have about 0 AMS. I just held W to end the misery.
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
4 mechs.
You forgot the Banshee-3M.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
4 mechs.
You forgot the Banshee-3M.
Sorry! I never see that one so I completely blanked on it.
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
Wait, really? I'm currently running 4SHS in my Locust with 4 rocket launchers and the light ppc just for space, but didn't know they were actually viable in a MAD-IIc build. Which one is that?
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
Wait, really? I'm currently running 4SHS in my Locust with 4 rocket launchers and the light ppc just for space, but didn't know they were actually viable in a MAD-IIc build. Which one is that?
If I had to hazard a guess, I'd say something along the lines of this:
It essentially never makes sense to use standard heat sinks because of the engine doubling; it’s almost always better to just drop ferro (or even endo structure) and fit doubles
it was the smallest on the list but
Pluto was a planet and I'll never forget
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
Wait, really? I'm currently running 4SHS in my Locust with 4 rocket launchers and the light ppc just for space, but didn't know they were actually viable in a MAD-IIc build. Which one is that?
If I had to hazard a guess, I'd say something along the lines of this:
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
Wait, really? I'm currently running 4SHS in my Locust with 4 rocket launchers and the light ppc just for space, but didn't know they were actually viable in a MAD-IIc build. Which one is that?
If I had to hazard a guess, I'd say something along the lines of this:
You can boat standard heat sinks, but you have to boat a metric fuckton of them (like, 30+).
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
Wait, really? I'm currently running 4SHS in my Locust with 4 rocket launchers and the light ppc just for space, but didn't know they were actually viable in a MAD-IIc build. Which one is that?
If I had to hazard a guess, I'd say something along the lines of this:
even on that build though, you can remove endo, move up to a 400xl engine and fill with DHS to get a build with a lot more dissipation and dps, and only a relatively small loss of heal cap
it was the smallest on the list but
Pluto was a planet and I'll never forget
even on that build though, you can remove endo, move up to a 400xl engine and fill with DHS to get a build with a lot more dissipation and dps, and only a relatively small loss of heal cap
Right...but the whole point of this exercise is to put together SHS builds.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Bleh, turns out I didn't save the SHS MADIIC build.
Closest I can think of is something like MAD-IIC but that's not quite right.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I made a change that some people were pushing me to do on my Orion II. The two LBX-10's are now one LBX-20.
It freed up a lot of tonnage, naturally. The total amount of shots I have with it are half what I had the other way (I'm only one ton down on ammo allocation). It's enabled me to throw in more heat sinks, but also the two small pulse lasers are now two ER large lasers. While the LBX-20 can work as a mid range weapon I'm reserving it to fire in tandem with the three SRM6 pods at close range. It's just shy of 60 damage as a ballistics alpha strike, but the ER lasers (which will build up unsustainable heat in brawling) will add another 21 damage on top of it.
The major downside of this build is the risk of losing the LBX-20. Orion II's aren't exactly the most sleek of mechs and my test rounds resulted in losing the weapon before losing that side of the torso even. Previously I could lose one LBX-10 but still have the other functioning.
Personally, I'm a fan of mounting twin-LB10X instead of a single LB20X (assuming you have the tonnage and space for it). Being able to fire almost twice with the LB10Xes for every single LB20X is pretty handy (also, the single LB20X is generating 50% more heat than the twin-LB10X), and as you've found, losing your single LB20X hurts a lot more than losing one of your two LB10Xes.
Two mechs where I'll use twin-LB10X instead of a single AC20/LB20X:
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I'm still gonna mess around with this new build to see if it's an overall net gain. The previous build I had, the LBX-10s were my "long range" weapon, but now I have the lasers to do that. So I can have a tighter ammo situation and not piss away shots to try and score some range hits or provide any sort of covering fire. Plus, the damage gain was significant (the SPLs were 4 damage each; the ERLLs are 10.75 each).
And if I swap back to the dual canons, I'm probably gonna drop some of the ammo tonnage in favor of a couple more heat sinks. That way I can sustain fire a bit better.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Okay played a good amount of matches and the change is a net positive over the other build, I feel.
As good a time I'm having in my Orion IIC, Rifleman IIC, Phoenix Hawk, and Awesome, I'm starting to struggle with a lot of my other mechs. Even the ones that have builds adjacent to those mechs, like my Crab, I'm struggling with to perform. I'm considering a laser lineup change on said Crab (currently 4 MPLs and 2 ERMLs) and my Archer I might take out the arm SRM6s to replace with some form of LRMs so it isn't useless during the entire match. One of the worst things that can happen in an all-SRM mech like the Archer is having no way to cross Polar without eating shit and having no chance to shoot back.
Sorry, 5V. I thought the cap speed quirk would be hilarious, didn't think to check where the two energy mounts were. The laser duration, though, can make them do good work, it's just hard to find a way to maximize them.
Not sure about the XL, it was nice being able to sacrifice a torso and still fight.
Also, I just accidentally didn't throw a match on Polar. I just took off running in my UMK9, heading straight for the center then turned toward the first enemy I saw. I had 3 lights follow me for some reason. We managed to accidentally loop around the back of the enemy, and proceeded to dismantle them instantly. I did 500 damage, most on my team, and never let go of the W key.
Sorry, 5V. I thought the cap speed quirk would be hilarious, didn't think to check where the two energy mounts were. The laser duration, though, can make them do good work, it's just hard to find a way to maximize them.
Not sure about the XL, it was nice being able to sacrifice a torso and still fight.
Also, I just accidentally didn't throw a match on Polar. I just took off running in my UMK9, heading straight for the center then turned toward the first enemy I saw. I had 3 lights follow me for some reason. We managed to accidentally loop around the back of the enemy, and proceeded to dismantle them instantly. I did 500 damage, most on my team, and never let go of the W key.
I've never run anything but XLs in IS Lights so no idea how to even pilot one if I did put a Light Engine in one. Crash and Burn is my motto.
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PGI did mention it as part of their April Dev post and it's included in Quarter 2 of their roadmap:
Assuming the April patch goes over exceptionally well Daeron and Matt will likely just keep taking what the Cauldron gives them.
Not sure how I feel about that re: Catapult, that mech doesn't feel especially sturdy even now. Boating missiles is a "whoops lost half your weapons during first exchange" trap, which given its iconic missle'd look is disappointing. Hopefully mechs with super exposed components like that get some quirks that make said components sturdier in the future.
Actually, I wouldn't mind if all mechs with prominent arms had said arms made sturdier, the "just stick weapons on the torso and use arms as shields" meta isn't particularly interesting.
They have mentioned upping arm armor on mechs like the Jager and Jenner, I’d guess Catapults are in there too.
Makes MG-boating as a light much harder, the spread at backstabbing range is already tough to remove a torso before they turn and delete you.
Also wouldn't that make LRM slightly better, as they "lock" and will hit regardless of mech size?
Would also help SSRM, which would be nice, right now I never use them because anything close enough to use SSRM is going to be too hard for me to lock on anyways.
Not a bad way to reduce indirect fire effectiveness honestly, though speaking personally, I'm already shit with MRMs and this won't help.
3DS FCode: 1993-7512-8991
My Hunchback I have mixed feelings on. I re-tuned it a touch tonight, swapping the engine to the max grade allowed while dropping the 9th laser slot. Still makes use of the +2 HSL for medium lasers. Still dead as fuck if I lose the one torso with all the heat sinks in it. Maybe I should swap it to regular heat sinks. Stick those in the feet and CT, and a couple in the laser shoulder. It'll be less efficient, but it'll also provide way more survivability in a sense.
Edit - Plus with all the slots freed up I can change the structure and maybe armor, and slot overall more heat sinks in... Wow. I found a use for standard heat sinks. Mechs that lean their weapon profiles heavily on one side.
IIRC it’s a combination of rescaling more volumetrically in comparison to what PGI had done before with some sidesteps for balance and feel using the Commando as the base point.
Gonna strip the Hunchback down like I did the other retired mechs.
I was going to post this weekend that the resizes really annoy me to no end. Ever since PGI did their first round where a Catapult ended up being the same size as a Jenner (and IIc) they just pissed me off to no end. This new resize annoyed me more since it appears that the Locust and Urbanmech (my other favorite mechs) will now magically get bigger thanks to everybody else getting smaller. Your post Nobody does help me understand where they are coming from, and it does lessen the annoyance to me. I'm guessing they are just making things up to help with the balance of TTK more than actual scale to a real world pilot and weight of the mech. As in 5 Fleas, 4 Locusts, or 3.3333333333 Urbanmechs should take up the same area as a King Crab (or vice versa).
Steam: betsuni7
Yeah, after you mentioned your plan, I hopped over to https://mech.nav-alpha.com/ and tried swapping DHS to SHS in the Hunchback-4P. While the heat capacity went up a little, the heat dissipation was gutted (due to losing the true doubling of the engine heatsinks).
Yeah, the more I think about the subject. Scaling make believe things really are a pain in the rear. Honestly it probably would be best if they just resized them for the game play balance more than trying to make them realistic. Because who knows, the Locust could be really dense inside since they are small, meanwhile the King Crab might not be that much taller due to most of its mass is spread out sideways and thicker arms and legs. So I'm going to just go back to what I was doing before when I restarted playing MWO again. Just enjoy figuring out really funny/bad builds and enjoying the opportunity to pilot robots against others. I'm just going to keep some of them as meta if I want to do "well" in matches or speed up completing events faster.
Steam: betsuni7
Plus, I find the small Catapult adorable.
Or you accept that there will be local minima and maxima and the meta will look nothing like the lore.
Less in this game because of the low speed, but game scale can be funny. There were ENDLESS discussions on scale in Star Wars Squadrons despite the devs and numerous people showing exactly how things fit to scale, because our brains are terrible at judging size of things that move, especially things that move fast.
Anyways, got to throw my first Polar match. As soon as it got picked, too a bathroom break. Get back to my PC and shamble up to the "firing line" where both teams are just sitting completely still lobbing hundreds of LRMs back and forth. Our team appeared to have about 0 AMS. I just held W to end the misery.
There are precisely 3 mechs I know of that can get away with this (MAD-IIC, ANH-1P, SNV). I’ve run two of them and it works well enough actually, especially in faction.
4 mechs.
You forgot the Banshee-3M.
Sorry! I never see that one so I completely blanked on it.
Wait, really? I'm currently running 4SHS in my Locust with 4 rocket launchers and the light ppc just for space, but didn't know they were actually viable in a MAD-IIc build. Which one is that?
Steam: betsuni7
If I had to hazard a guess, I'd say something along the lines of this:
https://mech.nav-alpha.com/#bc3060d7_MAD-IIC2L
Could also work using the standard MAD-IIC as well.
Pluto was a planet and I'll never forget
But I only count 25 heat sinks.
Steam: betsuni7
35 including the engine
OH RIGHT! I forget that it has "10" in there.
Steam: betsuni7
Pluto was a planet and I'll never forget
Right...but the whole point of this exercise is to put together SHS builds.
Closest I can think of is something like MAD-IIC but that's not quite right.
It freed up a lot of tonnage, naturally. The total amount of shots I have with it are half what I had the other way (I'm only one ton down on ammo allocation). It's enabled me to throw in more heat sinks, but also the two small pulse lasers are now two ER large lasers. While the LBX-20 can work as a mid range weapon I'm reserving it to fire in tandem with the three SRM6 pods at close range. It's just shy of 60 damage as a ballistics alpha strike, but the ER lasers (which will build up unsustainable heat in brawling) will add another 21 damage on top of it.
The major downside of this build is the risk of losing the LBX-20. Orion II's aren't exactly the most sleek of mechs and my test rounds resulted in losing the weapon before losing that side of the torso even. Previously I could lose one LBX-10 but still have the other functioning.
Two mechs where I'll use twin-LB10X instead of a single AC20/LB20X:
Marauder
Marauder IIC-C
And if I swap back to the dual canons, I'm probably gonna drop some of the ammo tonnage in favor of a couple more heat sinks. That way I can sustain fire a bit better.
As good a time I'm having in my Orion IIC, Rifleman IIC, Phoenix Hawk, and Awesome, I'm starting to struggle with a lot of my other mechs. Even the ones that have builds adjacent to those mechs, like my Crab, I'm struggling with to perform. I'm considering a laser lineup change on said Crab (currently 4 MPLs and 2 ERMLs) and my Archer I might take out the arm SRM6s to replace with some form of LRMs so it isn't useless during the entire match. One of the worst things that can happen in an all-SRM mech like the Archer is having no way to cross Polar without eating shit and having no chance to shoot back.
Drop it down to a TC2 and put 4 tons of jump jets on it?
Edit: Realized I jokingly said a "ton" and that is only 2 JJs.
Steam: betsuni7
Not sure about the XL, it was nice being able to sacrifice a torso and still fight.
Also, I just accidentally didn't throw a match on Polar. I just took off running in my UMK9, heading straight for the center then turned toward the first enemy I saw. I had 3 lights follow me for some reason. We managed to accidentally loop around the back of the enemy, and proceeded to dismantle them instantly. I did 500 damage, most on my team, and never let go of the W key.
There’s one unit that tries to run 4 of them at a time in FP Conquest which is a pain, but it’s like the only real reason right now to have one.
I've never run anything but XLs in IS Lights so no idea how to even pilot one if I did put a Light Engine in one. Crash and Burn is my motto.
Steam: betsuni7