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Horst wrote:I wish you could fire streaks without a lock :(
Not sure why you can't.
"Streak Missile Launcher technology was developed and applied to the SRM-2 by the Terran Hegemony in 2647. It ensures that all missile tubes acquire a target lock before its missiles fire. This improvement upon standard Short-Range Missiles conserves ammunition and eliminates unnecessary heat buildup." -- sarna.net
BattleTech actually has a canon, and the devs at MWO mentioned they intend to stick as close to it as possible. I guess some sort of override button would make sense, but you could argue that whilst this had existed back then the tech simply got lost during the Succession Wars...
As for the SSRMs, I vaguely recall something being said about altering the impact pattern of the missiles...?
The more pressing issue right now (imho) seems to be LRMs - and possibly Gausscats abusing the MG hardpoints to slot twin gauss. >_>
Horst wrote:I wish you could fire streaks without a lock :(
Not sure why you can't.
"Streak Missile Launcher technology was developed and applied to the SRM-2 by the Terran Hegemony in 2647. It ensures that all missile tubes acquire a target lock before its missiles fire. This improvement upon standard Short-Range Missiles conserves ammunition and eliminates unnecessary heat buildup." -- sarna.net
BattleTech actually has a canon, and the devs at MWO mentioned they intend to stick as close to it as possible. I guess some sort of override button would make sense, but you could argue that whilst this had existed back then the tech simply got lost during the Succession Wars...
As for the SSRMs, I vaguely recall something being said about altering the impact pattern of the missiles...?
The more pressing issue right now (imho) seems to be LRMs - and possibly Gausscats abusing the MG hardpoints to slot twin gauss. >_>
LRMS's aren't THAT big a deal, I think they've fixed the problem with missiles having noclip on hilltops.
Anyone else having problems with the patcher? Every time I try to update my patcher crashes. I've even completely uninstalled the game and reinstalled it... still crashes.
Horst wrote:LRMS's aren't THAT big a deal, I think they've fixed the problem with missiles having noclip on hilltops.
Nah, there's still some places where they'll fly right through, and since they doubled their damage it really hurts to get hit - at least if you're in a Light.
Personally, I'm hoping they revert to how it was 1-2 weeks ago. Right now, scouting has become a lot more dangerous, though ofc it does depend on the map a bit (like, River City vs Caustic Valley).
Sgt_Scruffy wrote: Anyone else having problems with the patcher? Every time I try to update my patcher crashes. I've even completely uninstalled the game and reinstalled it... still crashes.
That's weird. I heard people having issues with the patcher on the forums, but everyone says uninstall/reinstall is supposed to fix it. You're sure you removed all data from your system? Not just uninstalling, but actually checking that everything is gone?
So I guess patch hit today? Just got an email with the changes. For the first time it didn't go to the spam folder. Odd.
Spoiler:
Change Log
GENERAL
User Data:
We will be resetting:
BattleMech Inventory
Item Inventory
C-Bills AND MechWarrior Credits (MC)
Premium Account Time
Mech XP and all Mech Trees (Efficiencies)
Pilot Trees (Modules)
We then credit:
Founder’s Packages
MC Purchases
75% of your C-Bills earned since Sept 18,2012
Mech XP earned since Sept 18,2012
NOTE: The Centurion CN9-D will be appearing on November 6th. We understand that you will not be able to elite the Centurion line until then. We apologize for the delay as the CN9-D is reliant on the Artemis guidance system.
FRONT END
New flow in MechLab:
Configure button is now removed. Configuration is now done through the section tabs
The section tabs (Loadout, Modules, etc.) are now directly accessible after selection of your ‘Mech
The section tabs can now only be accessed one at a time (you must save or cancel to go to another tab)
Engine heat sinks
Engines with a rating of 275 or greater can contain one or more heat sinks inside of them without taking up critical slots.
There is now a mechanism to add/remove these heat sinks (previously these heat sinks were fixed within the engine). The number of spots available and the number of spots taken are shown in the equipped engine
When removing an engine, any heat sinks within the engine are also removed
The number of heat sinks the engine is capable of holding is the same regardless of whether the ‘Mech uses single or double heat sinks
New Upgrades tab - upgrades are options that affect the ‘Mech as a whole, there are currently three upgrade types to choose from:
Armor (currently selectable are Standard and Ferro-Fibrous)
Changing your armor type automatically replaces all of your armor with the new type
Cost of the upgrade is a fixed price for the conversion (based on max tonnage of the ‘Mech) plus the cost of whatever armor of the new type you need to buy. Having an amount of armor of the proper type in your inventory will therefore reduce the cost of the upgrade
Armor types other than Standard take up critical slots (14 for Ferro-Fibrous). These slots will be floating (see below)
Structure (currently selectable are Standard and Endo-Steel)
Cost of the upgrade is a fixed price based on max tonnage of the ‘Mech
Structure affects tonnage of the ‘Mech (Endo-Steel is lighter)
Armor types other than Standard take up critical slots (14 for Endo-Steel). These slots will be floating (see below)
Heat sinks (select between single and double)
Selects whether your ‘Mech may use single or double heat sinks. Only one type of heat sink may be used on a ‘Mech at a time
Cost of the upgrade is a fixed price
Engines are also automatically upgraded to double the heat sink capability
When heat sink type is changed, all heat sinks are removed from the ‘Mech and new heat sinks of the proper type must be installed (and bought if necessary)
Floating slots
Some upgrades take up critical slots. These slots are auto-flowed into available empty slots
If a floating slot appears in white, other items can be dragged on to it and it will be moved to an available slot somewhere else on the ‘Mech
If a floating slot appears in yellow, then there is no open empty slot that it can be moved to and so can not be used for other items
Floating slots are ignored in the critical hit system
GAMEPLAY
Running into another Mech will no longer knock it down.
Line of sight check now higher on Mech so targeting can occur when only 25% of the mech is visible over a hill instead of 50%
Explosions explode on the surface of the water and spawn water explosion effects
AC/Gauss/PPC type weapons now pass through water and deal a reduced amount of damage depending on depth of the hit
Laser water hit effects spawn at the correct location on the surface of the water and deal a reduced amount of damage depending on depth of the hit
Added Picture in Picture Zoom module. (Default mapped key for advanced zoom is 'V')
Added Current active Vision mode status in HUD
Extend range finder to 2500m( was 1500m )
Cockpit light will now flicker after taking hard hits
MOVEMENT IMPROVEMENTS:
Animation shaking under various circumstances
‘smoother’ jump jetting behavior
Weapon hit detection more in-line with where you see the mech on your screen (don’t have to shoot infront of your mech so much) especially at lower frame rates were the problem was the worst.
BUG FIXES
Two AMS on a Mech (AS7-K) now correctly destroy double the missiles
PPC’s will no longer cross at extreme ranges
Players are no longer able to zoom or change vision modes when a Mech is shut down
Zoom and Vision modes are tuned off when a Mech shuts down
Target hit indication for missiles now correctly only goes off when explosion damage is dealt
Users can no longer specify an FOV less than 60.0 degrees in the user.cfg
While I still won't play until it goes open (don't see a point in grinding only to lose it all), I think this patch was decent. Although, I must say the removal of knockdown does give me a bit of a simmer. Knockdown occurs only if you're a bad pilot or someone is hitting you for the sake of helping their buddies shoot a stationary target. I don't see the need to get rid of it.
“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”
Necroshea wrote:don't see a point in grinding only to lose it all
It's ... friggin fun dammit. The game isn't about gathering XP and c-bills, it's about blowing up 'mechs!
Necroshea wrote:Although, I must say the removal of knockdown does give me a bit of a simmer. Knockdown occurs only if you're a bad pilot or someone is hitting you for the sake of helping their buddies shoot a stationary target. I don't see the need to get rid of it.
As a Jenner pilot, let me assure you that it can be quite frustrating to get knocked down. I actually agree that 'mechs of a heavier weight class should be capable of knocking smaller 'mechs down - but at the same time it is kind of a poor gameplay when you have some Lights whose only job it seems to be to run into you so that their lancemates can core you whilst you're unable to move.
Stationary Light = Dead 'Mech, and I actually did encounter pairs of 'mechs where the players have teamed up and switched roles, with one of them pouncing on the target and the other shooting. When tackling starts to replace shooting as the preferred tactic, the gameplay experience kind of turns sour.
Still seems kind of harsh, I did not expect nor wished for them to remove it entirely.
Lynata wrote: The game isn't about gathering XP and c-bills
For your foolishness, I sentence you to excessive game time...IN TRIAL MECHS!
Enjoy your overheating!
Seriously though, for me the game is about mech experimentation. Tinkering around in the shop making silly and serious builds. In order to do that I have to grind. I'd rather not spend a couple hours a day for a week to get a single engine or mech, only to have it all stripped away in a month or so (surely open release is soon)
I'd rather just wait. That way I run no risk of burning out and getting tired of it by the time it's ready for the public eye. Also the people I play with feel the same way, and playing with pugs is beyond torture.
Edit - Also, I'm strictly a light pilot. If you're getting knocked over, it's because you suck as a pilot. If you're getting teamed up on by lights and having one ram you, then you need to stick close to your team mates.
This message was edited 1 time. Last update was at 2012/10/26 02:12:59
“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”
Necroshea wrote:For your foolishness, I sentence you to excessive game time...IN TRIAL MECHS!
Enjoy your overheating!
Necroshea wrote:Seriously though, for me the game is about mech experimentation. Tinkering around in the shop making silly and serious builds. In order to do that I have to grind. I'd rather not spend a couple hours a day for a week to get a single engine or mech, only to have it all stripped away in a month or so (surely open release is soon)
Point taken - but they did not reset c-bills fully. I had 16 million to fool around with - enough to pimp out my Jenner with Diplan Scout-A Endo-Steel Chassis, Double Heat Sinks and 6.6 tons of Starshield Ferro-Fibrous Armor. <3
Necroshea wrote:Also, I'm strictly a light pilot. If you're getting knocked over, it's because you suck as a pilot. If you're getting teamed up on by lights and having one ram you, then you need to stick close to your team mates.
Eh, in the heat of combat you do not have 360° awareness. The concepts of hit&run and scouting (which a Light is all about - how do you play yours?) require a fair bit of distance from your team from time to time, not to mention that your speed means you're the one that gets sent when the enemy is base-capping, and that even having friendlies nearby does in no way prevent getting tackled anyways.
If I would "suck", I assume it would have showed in my stats. ;P
Samurai honour demands I now challenge you to a duel!
Lynata wrote: ]Eh, in the heat of combat you do not have 360° awareness. The concepts of hit&run and scouting (which a Light is all about - how do you play yours?) require a fair bit of distance from your team from time to time, not to mention that your speed means you're the one that gets sent when the enemy is base-capping, and that even having friendlies nearby does in no way prevent getting tackled anyways.
If I would "suck", I assume it would have showed in my stats. ;P
Samurai honour demands I now challenge you to a duel!
I accept your challenge, but alas! We've not the tools to test our worth!
When I play light, because I run with a small group of other guys, I usually end up with a lot of pugs. As a fast light, I play many roles. Scout, base defender, light support, pressure relief via enemy base capping, dog fighting for particularly troublesome lights, and my favorite being LRM boat assasination.
Generally because nobody tends to go back, and everyone is slow to go forward, I play mid point. That way I can react to any situation that needs me.
I get knocked over every so often, but this is usually because my teammates walk straight through me. Being a light, you need to get close, but it IS possible to be too close.
“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”
We wanted to give you an update on how everything is going, and to thank you for being here with us!
Firstly: Open Beta is on schedule and will be beginning quite soon (12 noon PDT, Monday!) This means we’re very close to getting the final phases of the main beta features coming in. On that as well, Open Beta is our final reset. Once it happens, we will not be resetting everything again. We will be resetting C-Bills, MC, XP, GXP, Mechs, and inventory. The only thing you’ll keep is your friends list. However, if you have a Founders pack, everything will be added from that pack. Also anything you’ve purchased (with MC) will be added back.
Also, we’ve added the Cicada, which is currently my favourite Mech. It’s a lot of fun, and if you have the chance, I seriously suggest you try it out. We also added new variants to the Jenner (JR7-K); Raven (RVN-3L); Awesome (AWS-9M). And for your Mechs equipment, we added Ferro-Fibrous armour, Endosteel structure, and Double Heat Sinks. I’m feeling more and more a kid in a candy store in the Mechlab. On top of that, we added our first hero Mech, the ever-iconic Centurion, Yen-Lo-Wang! Sporting an AC/20, two medium lasers, 30% C-Bill boost, and a very cool paintjob, the Yen-Lo-Wang certainly stands out on the battlefield! (Check it out in the Mechlab for more info.)
Ah, and one more thing – we’re adding the Premium Account Button for Founders purchasers. What does it do? Shortly after Open Beta hits, Founders purchasers’ premium time will be reset once more and a button will be added. If they press this button, their time will begin. This will be a one-time deal, so use it wisely!
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
Krellnus wrote: Also anything you’ve purchased (with MC) will be added back.
I really hope this doesn't mean all the times I wasted MC on stuff just to see it then and there instead of waiting then using money will come back to me. I only used it because I was under the assumption that when beta goes open everything resets.
“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”
Necroshea wrote:I really hope this doesn't mean all the times I wasted MC on stuff just to see it then and there instead of waiting then using money will come back to me. I only used it because I was under the assumption that when beta goes open everything resets.
I kind of think that's just bad wording, else they would not reset MC too? The way it sounds like now you'd get stuff you purchased with MC added back for free, which surely isn't intended.
Well, open beta is here now - I got all my MC reset, and did not keep the additional mechbays I had purchased during closed beta, so ... I suppose it really was just bad wording.
I have not had a chance to play since it went open. Is there a noticeable flood of new players? Have the changed they trial mechs up?
This message was edited 1 time. Last update was at 2012/10/31 05:32:11
Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss
The Trial 'Mechs have not cycled again yet, but there is a noticeable influx of new players, yes.
Which is kind of a bad thing, because the current matchmaking is still in Phase 0 and throws premade teams of veterans with teamspeak and Founder 'Mechs against a bunch of uncoordinated rookies in Trials. Duh. Even when you're a veteran yourself, if you don't join a premade team there's a notable chance to get roflstomped right now - whilst on the flipside, joining a premade team (for example by using the public TS mentioned on the forums), you'll hardly have a challenge with your enemy. Not the best first impression, and the forums (whose new design I do not really appreciate) are full of QQ, justified concerns, and elitist counter-arguments. Some merc groups actually thought it was a brilliant idea to use the start of Open Beta to advertise themselves by brutally stomping newbie PUG teams and then going "we're this awesome, you should totally join us" in chat.
I only logged in briefly as Open Beta went live, but after my first encounter and reading about some rather anal behaviour of certain merc groups or clans, I actually think I'll give MWO a break until the situation cools down and/or they finally patch in Phase 1 of revamped Matchmaking, which caps maximum group size at 4, with 8-man-premades only fighting other 8-man-premades in Phase 2.
Don't get me wrong, the game is extremely fun and addictive; I must have spent a ridiculous amount of hours on it already and am happy to see it go "live" so that I can team up with a few friends who did not get invited to CB, but at the same time I can do without being farmed. I've dropped with Combine warriors of the 13th Ghost regiment in the past, so I know from experience on both sides how lopsides those battles are and what difference capability for instant voice communication compared to clumsy text chat in the heat of battle can make.
I wish PGI would firmly integrate the C3 VoIP software into the game rather than just linking to it. Without C3 being activated automatically for all members of a team, it can currently only be employed by premades - which already make efficient use of Teamspeak, so ... duh.
Think I'll return to TOR and/or Champions Online for a couple days, but I sure as hell will be coming back to the Inner Sphere soon. Probably dropping with a few friends in weekend again to show them the game, and check if the activity of full premade teams has subsided somewhat again - from what I can see on the forums, a lot of people in premades specifically planned for this on day 1, so it's likely that the chances to encounter one will be as low as in Closed Beta again, if not lower thanks to all those new players. Worst case, I'll just wait for the Matchmaking patch.
That being said, shortly before the wipe from CB to OB, I did get a chance at testing out DHS, Endo-Steel Chassis and Ferro-Fibrous Armour. Yum. Now I know what my samurai wants for kurisumasu.
This message was edited 1 time. Last update was at 2012/10/31 16:21:24
Yeah, I hate their new forums. As for merc stomp I came across it a fair few times during closed anyway, it just seems to be their general way of recruiting and why I see the majority of the ones with their sig banners for some of the ones I've come across as asses. They took out the Cent variant I liked as well...
This message was edited 1 time. Last update was at 2012/10/31 17:39:37
I have been playing for a few hours today but I'm not all that impressed. It may be poor match making but it seems that all my matches seem to consit of is mechs just pummeling each other until one of them eventually falls over.
I think I will be sticking with World of Tanks for this type of game.
This message was edited 1 time. Last update was at 2012/10/31 19:49:39
RegalPhantom wrote: If your fluff doesn't fit, change your fluff until it does
The prefect example of someone missing the point.
Do not underestimate the Squats. They survived for millenia cut off from the Imperium and assailed on all sides. Their determination and resilience is an example to us all.
-Leman Russ, Meditations on Imperial Command book XVI (AKA the RT era White Dwarf Commpendium).
Its just a shame that they couldn't fight off Andy Chambers.
Warzone Plog
I've played with both mercs and PUGs and really, while the chance of winning goes way up when you have an organised team (which is a big part of the game), the skill required to be a scout never changed. I don't get people hating on merc groups. It makes sense to me to promote yourself after a win. Often people don't really know or care for merc groups if they don't get told by them who they are. I certainly didn't before I joined.
I don't think the general populace has a problem with merc groups promoting themselves in general - it all depends on how exactly it is done. Y'know, respectfully and all. Not kicking them while they're down and all.
You have to keep in mind that results such as 0:8 can be rather frustrating, especially for new players, and certain groups have ... shall we say, demonstrated a certain lack in good sportsmanship by the way how they worded their announcements. Examples can be found on the MWO forums - the poetic justice is that rather than attracting new players, these groups only generated adverse feelings.
I actually felt a little bad during my own premade drops just because the entire team spammed "banzai!" in the chat at the start of a game. That's a far cry from what I have read on the forums, but I possess sufficient empathy to know what effect this must have on the morale of the pilots on the other side. Of course you could say that's working as intended, but I still felt it was a rather aggressive way of greeting someone.
What I would consider a "good" announcement was a polite greeting by the team leader at the start of the match, announcing to the enemy what unit they'd be fighting. Not ridiculing the other players by stating they would get "PUGstomped" (I have seen some clans do this myself), and not having all the two lances spam some sort of uniform salute either to showcase their supposed practice.
Only announcing yourself after a match is ... eh, I would say misleading (unless you also announce yourselves after a loss ... do you? ), but if you do it in a respectful manner I'd be totally fine with that.
As far as skill requirements go, I would actually say that playing in a premade and playing in a PUG call on two skills in different ways. After the third drop with the Ghosts I almost felt like I could lean back in my Jenner and just "run and gun" without much effort, everything was running so smooth and coordinated that there were no crisis situations you'd have to deal with whatsoever.
The most important skill in a premade group is being able to listen to your leader and knowing when to speak up to report something, as well as a minimum of tactical insight into unit deployment to better synch with the rest of your lance.
Conversely, when PUGging, battles tend to be much more heated. Less coordination means that each and every pilot has to put more effort into shining as a soloist, assessing the situation anew every few seconds and being unable to rely on teamwork.
Ultimately, I'd say that PUGing trains you to be the better pilot, whilst playing in premades trains your ability to work together within a unit. Of course, in truth, both ways to play train both abilities, but personally I feel there may be a notable difference in how much you learn doing what. I felt much less challenged as I was playing with the 13th Ghost, yet is it not the challenges that help us grow and get better?
Thus, I would say the best MechWarriors are probably those who do a little bit of both, so that they are able to put pilot skills learned whilst PUGging to use when playing in their unit. Or attempting to help coordinate an incohesive PUG with tactics and experience you learned from lance-based fighting in a premade.
This message was edited 1 time. Last update was at 2012/10/31 22:55:40
Here is what we are expecting for the next patch due to hit in the next 24hrs. Their is some pretty awesome looking stuff coming in. What do you guys think about the additions and changes?
Spoiler:
MWO devs wrote:Next Patch - November 6th
New DHS values (1.4) applied to all heatsinks, including engines.
A fix for the glowing mechs and HDR blacking out screens.
A rollback of some netcode changes, hitbox detection improved, but still needs work on faster mechs.
Centurion CN9-D.
Artemis
Cockpit Damage FX
Missile Door Toggle/State Lights (Open, Closed, Destroyed)
Trial Mechs act like purchased mechs and stay locked until match ends. Reduces suicide farming, AFK players.
Phase 1 Matchmaking. Max pre-made group size is now set to 4.
Future Patches
The following items are new content being worked on in addition to bug fixing and performance improvements.
ECM
We've had several internal playtests. Overall I'm excited to see this hit the battlefield, as it adds a very interesting tactical component. However, in its current state is very overpowered and makes certain mech builds even more useful (Gausspults). There was some general usability feedback from the team. Some found it hard to visualize, others wanted more indication that a friendly unit had an ECM equipped.
We're keeping it in test until some HUD/BattleGrid changes help smooth out communication, along with making sure the ECM is not OP. For those wanting to hide from LRMs, this will be your must have item.
New Camo Spec
Exciting stuff! Players can customize their mechs skin and pattern for MC. The system is very easy to use, select a skin, select up to 3 colors and hit the save button. Like a paint shop, changes are permanent and erase any previous pain schemes. There will be some free skins, CB only content, but mostly camo spec will require MC to make changes.
Cockpit Items
Some of you have already redeemed your PC Gamer and NVIDIA codes, which gives you access to a skins and bobbleheads. Later this month we`ll be rolling out more items to beautify your in-game experience.
Modules
Two new modules in test. Details Forthcoming.
Bitchin Betty
Currently in the game, available by .cfg command only. Will be turned on in November with new dialogue, which sounds freaking awesome. Anyone seen or heard our new trailer. Hint Hint. Answer: Yes.
Conquest Mode
We've been play testing this for a few weeks now, things are coming along nicely! It's fun and requires lots of team coordination. We're fixing up some balance issues, resource/base locations, and general HUD/BattleGrid messaging to smooth out what's going on. We're taking a look at CB/EXP rewards, focusing on rewarding teamplay above all else. This means a reduction in kill/assist/damage done rewarding, and an increase in holding resources points. With a new mode, comes a new way to launch into matches. A new button will allow players to select/set their default mode to: Quick Play (random), Assault, or Conquest.
Me, I'm looking forward to the changes. Still unsure about the weird DHS modifier, though I understand that it's a tricky topic as it could potentially render heat (a major factor of the gameplay) a non-issue...
The Matchmaking fix suits me well; the maximum number of actual friends I have been dropping with was 3 anyways. Sucks for the various merc groups, though. Then again, the larger ones were already forced to split up their members on multiple teams because the game is 8v8 anyways, and they will soon be able to face an actual challenge in premade-versus-premade fights, so ... win-win, except for those players who were banking on farming c-bills via easy wins by PUG-stomping.
Little scared of the Artemis, though. Piloting a comparatively lightly-armoured Light 'Mech, I have a distinct dislike of the recently buffed LRMs. The prospect of having them be even more accurate and score more hits on my vulnerable components makes me nervous.
I have been playing a lot lately, If anyone wants to add me I have TS3 and play well with others. looking forewords to the new patch, hate fighting a team of 8 mercs.
I had a friend just start playing and he gave up after 5 matches and 5 defeats vs merc groups. Twice we played the same clan, house stiener. All they would do was form a line and focus fire on whatever unlucky pug came close. It was brutal for him as a first timer and he gave up and is convinced the game is too hard for him. I tried to tell him that they haven't introduced matchmaking yet, but will be soon. I'm glad they see that they might be chasing away future customers with the pugs vs teams system they have now, even with it being beta.
sir deathshead add me.
I have a question, when you buy a mech you can resell it right?
Do you take a bit c-bill hit when you do?
This message was edited 1 time. Last update was at 2012/11/06 18:16:43
Every Dakkanaught gets a 4+ Pinch of Salt save.
When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. -Praxiss