king picollo
Member
Lol good luck with that.
Orayn, but he/she seems pretty busy.
Well PPCs sure got hit by the nerf bat. They're back to where they were before PGI buffed them about a year ago bc nobody used them as Gauss Rifles were superior in nearly every way. The main differences between now and then are the addition of HSR, PPC EMP effect, and the new Gauss Rifle charging mechanic. It'll be interesting to see what happens now. They might've gone too far, but that's ok with me bc I used PPCs when they were shit before, I'll still use them if they're shit now.
Haven't had a chance to play since I moved, PC not set up yet.
Do ERPPCs have the same new minimum range that regular PPCs have now? Patch notes aren't explicit.
I don't even use guass and I think the charge mechanic is pretty silly. They are insistent on turning this game on it's head.
No. PPCs always had a min range of 90m, but the drop off wasn't immediate. It scaled down the closer you got to 0m. ERPPCs never had Amin range, but the cost is 50% more heat.
Well, you are playing a 'beta' right now, and game testing is a pretty complicated thing.
Had they implemented the module system into a legacy game mechanic from table top (targeting computer) while not giving us as much "free" hud stuff like hit location damage reporting (AKA knowing which section to shoot and targeting it specifically simulating the effect), It would have made more sense. Too many people are comfortable with it now and complained a lot when ECM went live, so meh. Then there is also the issue on information sharing and another unusued support equipment item not implemented being the c3 computer and other communication array equipment to fill in non-gun tonnage, but folks like their current builds too much.It is a goddamn simulator about the goddamn Battletech boardgame mechs which make no sense realistically speaking. It ain't about realism, it is about replicating the feel of being a Mechwarrior like Battletech books describe.
And has been finest try so far. Was finest.
(Module slots were a bit of a stretch already but i figured i'd tolerate them, third person is something else).
Seismic needs to and die in a fire though seriously. From concept to implementation, the thing makes no sense especially when they implemented the UAV and its mechanics at the same time.Armlock and no radar, 3rd person is pretty useless anyway (especially with seismic), so I don't really care if there'll be a separate mode or not anyway, any 3PSer fighting me will be at a disadvantage
It just gives reason to believe that the accountants/publishers are at the steering wheel now and the actual development team is riding in the back seat.My reaction: wait, wat.
More mechs... but only if you buy something else first?
Are they cash-strapped, greedy, or stupid?
This is a core mech design issue. There will always be more usable and viable energy slots available to mount PPCs. Of which, people exploited the heat scale (as occured in just about every iteration of the game), while combining it with an inherently OP weapon the gauss rifle (which has similar firing properties) to maximize the effect. The charge up mechanic will make pop sniping slightly harder and moves to offset (slightly) the primary alpha hit builds. However, in order to truly move away from brief exposure -> maximum damage potential builds with unlimited operating duration, they will need to re-work PPC mechanics away from the pure ballistic mechanic and into something that more closely resembles lasers or a hybrid laser/ballistic (beam out about half, with a variable push to fire/release for the remainder) model and give the weapon a more unique feel instead of the current unlimited (better pojectile speed) AC 10 issue. The heat build during shot dissipation over time will also help with management given the current heat scale mechanics as well.I don't even use guass and I think the charge mechanic is pretty silly. They are insistent on turning this game on it's head.
Words
I live in the wrong country.
What are you planning on running?
Bryan talks about new player numbers and player retention rates Retained more than 50% of original Founders, who still play at least monthly. "Most" of them have bought into Phoenix.
Bryan talks a bit about PGI's approach to Clan Tech balance and how to avoid a mass exodus to the Clans because of superior everything Clantech won't follow the lolOP model from tabletop/lore; PGI doesn't want to obsolete IS mechs with the release of clantech.
I can't even begin to put into words how glad I am that I only joined the circus this late. If I had been a kickstarter I would be inconsolable. The closed beta with R&R and collisions (and all those naive hopes and dreams) sounds like it was a blast. To see that game defiled and getting worse and worse with nearly every iteration... horrifying thought.
What is the point of launch if nothing is launching.... at launch?
I always knew it would end up like this.
No SP campaign (killer, grave digger deal for me)
Pay 2 Win
No realistic graphics (mechs looks like toys, it dont have the grim dark future look as Mech2Mercs)
is this a joke?
the last few times i logged in, i found the abundance of uac5's coring my mech within seconds to be worse than the ppc meta but that could also be due to me having a shorter fuse when dealing with pgi/igp.
Did you even play th---- ahh forget it, don't ever come back to this thread.I always knew it would end up like this.
No SP campaign (killer, grave digger deal for me)
Pay 2 Win
No realistic graphics (mechs looks like toys, it dont have the grim dark future look as Mech2Mercs)