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I am truly excited to welcome you to this patch for 5 good reasons:
#1 - The Jagermech: Ballistics fans, this is your BattleMech! BOOM! BOOM! DAKKA! DAKKA! It’s seriously fun. I’m going to buy them all and paint them Desert Tan for reason #2.
#2 - Tourmaline Desert: You're going to love this map. It looks amazing and plays even better! It’s perfect for the Jagermech I just bought.
#3 - New Controls: Gas pedal? Check! Arm Lock? Check! Centre Legs to Torso? Check! Improved joystick controls? Check. Changing all these options in game? Priceless! (Test them out in the Testing Grounds!)
#4 - Consumables System and Cool Shot: Do you ever find yourself running hot? Is override not going to get the job done without BBQing your internals? Try using the brand new Cool Shot on your BattleMech and you just might survive to fight another day.
#5 - New Customizations: We’ve added the Vagabond pattern and some new BattleMech statues for your cockpit. What better way to show the Jagermech you just bought that you love it than a new paint job and some decorations?
Did I mention that we also increased the server count for the new map we just added? See you in the desert, my friends.
Matt Newman.
Content
JagerMech
JagerMech JM6-DD
- Tonnage: 65
- Engine: 260 XL
- Top Speed: 64.8 kph
- Max Engine Rating: 315
- Armor: 232 (Ferro-Fibrous)
- Torso Movement:
- 110 degrees to each side
- 20 degrees up and down
- Arm Movement:
- 0 degrees to each side
- 35 degrees up and down
- Weapons & Equipment:
- Left Arm: Ultra AC/5, AC/2
- Left Torso: Medium Pulse Laser, CASE
- Right Torso: Medium Pulse Laser, CASE
- Right Arm: Ultra AC/5, AC/2
- Internal Structure: Standard
- Hardpoints:
- Left Arm: 3 Ballistic
- Left Torso: 1 Energy, 1 AMS
- Right Torso: 1 Energy
- Right Arm: 3 Ballistic
- Heat Sinks: 10 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
JagerMech JM6-A
- Tonnage: 65
- Engine: 260
- Top Speed: 64.8 kph
- Max Engine Rating: 315
- Armor: 256 (Standard)
- Torso Movement:
- 90 degrees to each side
- 20 degrees up and down
- Arm Movement:
- 0 degrees to each side
- 35 degrees up and down
- Weapons & Equipment:
- Left Arm: LRM 15, AC/2
- Left Torso: Medium Laser
- Right Torso: Medium Laser
- Right Arm: LRM 15, AC/2
- Internal Structure: Standard
- Hardpoints:
- Left Arm: 1 Ballistic, 2 Missile
- Left Torso: 1 Energy, 1 AMS
- Right Torso: 1 Energy
- Right Arm: 1 Ballistic, 2 Missile
- Heat Sinks: 10 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
JagerMech JM6-S
- Tonnage: 65
- Engine: 260
- Top Speed: 64.8 kph
- Max Engine Rating: 315
- Torso Movement:
- 110 degrees to each side
- 20 degrees up and down
- Armor: 192 (Standard)
- Arm Movement:
- 0 degrees to each side
- 35 degrees up and down
- Weapons & Equipment:
- Left Arm: AC/5, AC/2
- Left Torso: Medium Laser
- Right Torso: Medium Laser
- Right Arm: AC/5, AC/2
- Internal Structure: Standard
- Hardpoints:
- Left Arm: 2 Ballistic
- Left Torso: 2 Energy, 1 AMS
- Right Torso: 2 Energy
- Right Arm: 2 Ballistic
- Heat Sinks: 10 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
Tourmaline Desert
The Tourmaline Desert is found on a small sun-baked planetoid in a binary star system. The bedrock is largely granite covered, with a thin layer of schist and sporadic veins of liquid sodium. The most striking features, however, are the endless, towering outcrops of massive tourmaline crystals that reach up against a scarlet nebula. The mean temperature is ~97°C, with an atmosphere comprised mainly of carbon dioxide with trace amounts of methane, ammonia, sodium and water vapour.
The planetoid is located along a strategic corridor, and has therefore seen many battles over the past centuries. In some circles it is known as ‘The Boneyard’ as its surface is littered with the carcasses of abandoned BattleMechs and wrecked dropships. A derelict 52000 ton Mammoth class cargo carrier dropship can be found half-buried in the middle of the desert with its bones jutting out into the sky. Slowly being consumed by the desert’s blowing sand, the last two centuries have left it sand-blasted and corroded.
BattleMech warriors will have a challenging fight ahead of them. Heat management will be a huge priority, and steep walled craters may pen them in for easy pickings. The giant tourmaline crystals will offer some protection from missile barrages, but the long corridors and accessible peaks will make any BattleMech vulnerable to sniper fire.
New Consumables Modules
- General Notes:
- Consumable modules cannot be sold back to the store.
- Cool Shot is activated by pressing Delete (when a cool shot module is equipped).
- If more than one type of cool shot module is equipped, the first press of Delete will activate the Cool Shot 6.
- The second press will activate Cool Shot 9 or Cool Shot 9 by 9 or Cool Shot 18 (whichever is equipped).
- If the player shuts down while coolant flushing, the flush pauses and any remaining flush automatically resumes after powering up.
- If a consumable module is not used during a match, it is not consumed and remains on the BattleMech
- Cool Shot 6
- Only one of these can be equipped on a BattleMech at a time.
- Consumed upon use.
- Costs 10,000 CBills.
- When used, it removes 6 heat per second, for 1 second, from your BattleMech(in addition to the standard heat loss from your heat sinks).
- This is equivalent to the cooling provided by 60 single heat sinks.
- Cool Shot 9
- Only one of these can be equipped on a BattleMech at a time.
- Cannot be equipped on a BattleMech that has a Cool Shot 18 equipped.
- Consumed upon use.
- Costs 40,000 CBills.
- When used, it removes 9 heat per second, for 1 second, from your BattleMech(in addition to the standard heat loss from your heat sinks).
- This is equivalent to the cooling provided by 90 single heat sinks.
- Cool Shot 18
- Only one of these can be equipped on a BattleMech at a time.
- Cannot be equipped on a BattleMech that has a Cool Shot 9 equipped.
- Consumed upon use.
- Costs 15 MC.
- When used, it removes 18 heat per second, for 1 second, from your BattleMech(in addition to the standard heat loss from your heat sinks).
- This is equivalent to the cooling provided by 180 single heat sinks.
New Modules
- Cool Boost
- Costs 15,000 GXP.
- When bought, automatically increases the cooling provided by every cool shot by 20%.
- Does not need to be equipped to a BattleMech.
- Cool Shot 9 by 9
- Costs 15,000 GXP.
- When bought, automatically upgrades all Cool Shot 9 modules into Cool Shot 9 by 9 modules.
- Cool Shot 9 by 9 modules removed 18 heat per second for 1 second.
- All other stats/costs/restrictions are the same as Cool Shot 9.
- Added Arm Lock gameplay option (ON by default):
- When Arm Lock is enabled, the arm reticule is fixed to the torso crosshairs and moves at the same rate as the torso.
- Added Throttle Decay gameplay option (ON by default). When Throttle Decay is enabled:
- Gameplay options can be enabled/disabled on the fly from the new in-game Options Screen.
- Pressing the ‘W’ key will sets the throttle to 100%.
- Pressing the ‘S’ key will sets the throttle to -100%.
- Releasing the ‘W’ and ‘S’ key sets the throttle to 0.
- Keyboard users can now use the NumPad to directly control throttle (using the 0-9, +, -, and . keys).
- New Bind: “F" - centers Feet to Torso.
- New Bind: “Shift” - toggles Arm Lock while held.
- Analog turn support for joysticks.
In-game Options
- The Video, Game, and Control settings are accessible via the in-game pause menu.
Catapult Variant Quirks
- The CPLT-A1, CPLT-C1, and CPLT-C4 have had their torso twist angle reduced from 140 to 120.
- The CPLT-A1, CPLT-C1, and CPLT-C4 have had their arm pitch angle reduced from 45 to 35.
- The CPLT-K2 has had its torso twist angle reduced from 140 to 110.
Raven Hitbox Adjustment
- The hitbox complexity of the Raven has been reduced.
- This will result in the Raven being hit much easier and brings it on par with it's light counterparts.
Bug Fixes
Gameplay
- When a user is killed with jump jets on, the jump jets will now turn off properly.
- SRMs will no longer set off the "INCOMING MISSILES" warning.
- Fixed an issue where firing SRMs at close range at an enemy BattleMech's leg does little to no damage.
Mech
- Added in the laser caps that were missing from the CPLT-K2's center torso.
- The machine guns on the CPLT-K2's side torsos will disappear when the user removes them.
- Autocannons and Gauss Rifles are now represented with the appropriate meshes on the CPLT-K2.
Options
- Fixed a key binding corruption issue that could occur when switching between user accounts.
- Resolved an issue where the native resolution of the user’s current desktop was not available in the in-game list.
- Fixed the Invert Throttle bind so it actually flips the current throttle value.
- Improved the Action Map binding mechanics.
- Ensured that the user’s custom key bindings are always preserved when controls with new defaults are added.
- The default system specifications are now properly restored when they are reset.
Mechlab
- Disable scene lighting when the user is viewing the cockpit during customization to reduce saturation.
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
I'm quite enjoying this patch. I'm hunting Jagermechs in my Hunches. No kills yet, but I did shoot a Jager's guns off with my 4g. I love AC20 w/ paired MGs.
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
I don't know what has changed in regards to lrg lasers but I have had like 5 or 6 games with over 700 dmg in my treb.
All I have is 2 lrg and 2 srm6's and I have been fething stuff up tonight.
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
Aww and here was I thinking... Now the time has come to reunite with my dakka brethran now that out dakka mech has come! and here you guys are talking about shooting our mesiahmech... the holy dakka... the pope on a pair of AC20's.. ETC
It looks like damage has been vastly increased all across the board. I think they broke armor in the patch.
The Jagermech is a deathtrap, my friend says (he plays MWO constantly, has a few of every mech, etc). The hitbox for the cockpit is both enormous, and dead center in the middle of the chest. He thinks it's likely to have the hitbox substantially reduced in some future patch, as the Atlas was.
Also, the new map is a got-damn sniper's dee-light, as Lt. Aldo Raine would say. Lots of cover that's only about 25 feet high, just enough to hide you from gauss but you can shoot missiles indirect over it. If you thought LRM's were OP before, man this map will convince you they are outright broken.
Turning on arm lock and acceleration decay by default is awful wtf of them, I must say.
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
LoL, well in all fairness, if the Jager's the Pope, then the 4g is a servant of the Anti-pope, that spider with 4 ballistic slots. The 4g's the lightest thing that can rock 3 autocannons, though I much prefer the AC20 and sidecar MGs for crit work.
The Jager is just like it's tabletop version- it brings a ton of pain if it can remain unmolested. I just happen to hate it and it's paper thin armor, and will charge past Cataphracts trying to brawl me to get at it.
The cockpit looks awesome though, it feels like you're squatting in a bunker gunning down mechs running at you.
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
Includes a dev response and a planned hotfix. As per this thread it may be that LRMs are affected as well - which would make sense, as all missiles use splash damage.
Explains a lot about the trouble I had when facing 3L Streak-Ravens in my Jenner ... which I suppose I will pull out of the garage once again once the April 2nd patch hits. Together with the Raven's recently adjusted hitboxes, other Lights may just become viable again now.
This message was edited 1 time. Last update was at 2013/03/20 12:11:56
Let's see how you fare after the April patch, Mars.
But in all honesty, I like the new patch as well. The stuff that is broken was already broken before, so there's nothing that is worse than before, only better (such as the Raven hitbox fix). And the new map is looking goooood.
Bit sceptical about the consumables tho. I dislike consumables on principle, regardless of the game... although I'll likely play around a bit with bombing runs once they get implemented.
I'll be substantially less godly, I imagine. Although I have a laser stalker build I like as well - it's harder to score on it, but it feels more satisfying when I do.
I also like the new map a great deal. It's got something for everyone imo.
Also, I killed a Raven last game - I think for the first time.
This message was edited 1 time. Last update was at 2013/03/21 18:40:09
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
I recon the only way I won't have a problem with third party views is if doing so lost you your radar and other Hud features, you wanna see what is behind you... You should lose something to balance that...... but I would like to be able to see my beautiful mechs
Yeah, we absolutely needed the nerf... my HBK-4J was knocking out one or two assaults every match just with 2x LRM 10s. I am not good enough to deserve those results.
It seemed much better after the patch. I feel like LRMs act as armor reduction now, which I can absolutely work with.
Automatically Appended Next Post: According to the PAX video, there can be only one!
Highlander hero, apparently styled after Rhonda Snord's pink, Elvis blasting Highlander is coming.
This message was edited 1 time. Last update was at 2013/03/22 15:12:26
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
Let them cry. It wont change the world. I find that accuracy is much harder in third person, but when just walking, its nice to be able to see around you.
Yesterday was April Fool's day but these patch notes are no joke!
First is our Hero BattleMech Heavy Metal! Yes this 'Mech is pink and does really play music when you get a kill! This is the first time we have released the Hero Mech before the base variants (coming April 16th). Don't let the color stop you from buying it, though, we will eventually add changing Hero 'Mech colors.
Next we have added air-strike and artillery consumables. I think Conquest mode just got more interesting! Here is a pro tip: Use them for when a light is capping your base on Alpine and save yourself a walk back to your spawn!
New Thermal and Night Vision modes are in! They look amazing and are balanced for game play! No more BlueWarrior for you!
We also have cool new digital camo patterns for your 'Mech and more 'Mech Statues for your cockpit! Keep reading for other fixes and tweaks!
See you on the battlefield!
Matt Newman
Important Known Issue
During testing we ran into a crash issue that only occurred using Nvidia 311.xx drivers, drivers before 311 tested fine as did drivers after 311. The 311 drivers have since been removed from the Nvidia website. If you are using 311.xx drivers YOU MUST UPDATE YOUR DRIVERS failure to do so will likely result in a low frequency (3 out of 10 games from our tests) crash when playing the game.
Content
New Hero Mech
“Heavy Metal” HGN-HM
Highlander HGN-HM
Tonnage: 90
Engine: 275 XL Top Speed: 49.5 kph
Max Engine Rating: 330
Torso Movement:
90 degrees to each side
20 degrees up and down
Arm Movement:
20 degrees to each side
30 degrees up and down
Armor: 544 (Standard)
Weapons & Equipment:
Left Arm: 3 Medium Lasers
Left Torso: LRM 20, SRM 6
Right Arm: Gauss Rifle
Internal Structure: Standard
Hardpoints:
Left Arm: 3 Energy
Left Torso: 2 Missile, 1 AMS
Right Arm: 2 Ballistic
New Consumable Modules:
Each team has a separate global cooldown timer governing their use of artillery and air strikes
No one can activate an artillery or air strike while their team's cooldown timer is counting down
At the start of the match, each team's cooldown timer counts down 60 seconds
When a player activates an artillery or air strike, his team's cooldown timer starts to count down for 10 seconds
Artillery Strike
Automatically unlocked
40,000 C-Bills
Calls in a barrage of long range artillery.
Press [Home] to target the area under your crosshairs with an artillery strike.
After a 5 second delay, 6 shells drop into a 50 m radius around the targeted area. Each shell does 10 points of damage.
Consumed on use.
Cannot be equipped to a Mech that already contains an Artillery Strike, Improved Artillery Strike, or Priority Artillery Strike module.
Upgradable to Improved Artillery Strike.
Priority Artillery Strike
Automatically unlocked
15 MC Calls in a barrage of long range artillery.
Press [Home] to target the area under your crosshairs with an artillery strike.
After a 4 second delay, 10 shells drop into a 50 m radius around the targeted area. Each shell does 10 points of damage.
Consumed on use.
Cannot be equipped to a Mech that already contains an Artillery Strike, Improved Artillery Strike, or Priority Artillery Strike module.
Air Strike
Automatically unlocked
40,000 C-Bills
Calls in a fighter air strike on a targeted zone.
Press [End] to target the area under your crosshairs with an air strike.
After a 5 second delay, 6 bombs drop along a 100 m strip, starting at the targeted area and moving away from your location when you activated the strike. Each bomb does 10 points of damage.
Consumed on use.
Cannot be equipped to a Mech that already contains an Air Strike, Improved Air Strike, or Priority Air Strike module.
Upgradable to Improved Air Strike
Priority Air Strike
Automatically unlocked
15 MC Calls in a fighter air strike on a targeted zone.
Press [End] to target the area under your crosshairs with an air strike.
After a 4 second delay, 10 bombs drop along a 100 m strip, starting at the targeted area and moving away from your location when you activated the strike. Each bomb does 10 points of damage.
Consumed on use.
Cannot be equipped to a Mech that already contains an Air Strike, Improved Air Strike, or Priority Air Strike module.
New Support Modules:
Air Strike Accuracy
5,000 GXP to unlock
4,000,000 C-Bills
Decreases the radius of the targeted area by 20%.
Artillery Accuracy
5,000 GXP to unlock
4,000,000 C-Bills
Decreases the length of the bombardment zone by 20%.
New Consumable Module Upgrades:
Improved Artillery Strike
15,000 GXP to unlock
Upgrades the Artillery Strike module.
Increases artillery shell count by 4, and decreases flight time by 1 second.
Does not need to be equipped to a BattleMech.
Improved Air Strike
15,000 GXP to unlock
Upgrades the Air Strike module.
Increases air strike bomb count by 4, and decreases flight time by 1 second.
Does not need to be equipped to a BattleMech.
Notable Enviornment Changes:
Changed HDR eye adpatation numbers to reduce amount of HDR blooming, and speed the recovery rate.
Tweaked lighting in all levels to minimize lighting differences due to HDR eyeadaptation changes.
Extended LOD distances in River City on many large buildings.
Reduced strength of parallax occlusion mapping on some snow terrain textures to help reduce "crawling" terrain textures.
Gameplay
New Night and Thermal vision modes
Thermal vision is now "white hot" and is restricted to normal view distances. i.e. Players can no longer use thermal to view long distances.
Night Vision is now monochrome green and shows greater detail in the surroundings.
Players will notice that Night Vision is more useful for navigation and Thermal Vision is more useful for seeking out Mechs.
More tuning will be done but these vision modes are on target for final implementation.
Bug Fixes
Artemis Line-of-sight check is now more accurate
EMP will now turn off ECM in Counter Mode
Mech damage glow now fades away after they die
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
Kinda stoked about artillery, super amused by Heavy Metal.
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
Yeah, I have a pile of GXP - like 11k at this point - I haven't really used. I have mastered 3 different stalker chassis but I haven't decided what to do for modules on even one of them.
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
So, I have an Atlas I was trying to roll since we always can use ECM for the group. Either I'm doing something wrong (possible) or I'm just awful at it.
My Atlas is a D-DC. I tried various loadouts but my current one is a Gauss cannon paired a UAC5, SRM4x3, and ummm. Maybe 2x large lasers. I don't use those as much .
I can consistently make the top, or second to the top, slot in damage with any of my stalkers, but the Atlas really struggles. It takes forever to get into the fight, and then I do, it just seem like the damage output isn't there. Are these guys supposed to be primarily damage-takers, rather than makers?
This message was edited 1 time. Last update was at 2013/04/03 22:17:59
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
Ouze wrote: I think the new night vision is pretty sweet.
Heat vision, eh.
So, I have an Atlas I was trying to roll since we always can use ECM for the group. Either I'm doing something wrong (possible) or I'm just awful at it.
My Atlas is a D-DC. I tried various loadouts but my current one is a Gauss cannon paired a UAC5, SRM4x3, and ummm. Maybe 2x large lasers. I don't use those as much .
I can consistently make the top, or second to the top, slot in damage with any of my stalkers, but the Atlas really struggles. It takes forever to get into the fight, and then I do, it just seem like the damage output isn't there. Are these guys supposed to be primarily damage-takers, rather than makers?
I've had the D-DC for a while now, and I find it to be the closest thing to the 'tank' archetype in the Mechwarrior game. I've certainly seen people excel at hanging back and sniping or being engaged in a general melee with them, but for me, the D-DC is your line-breaker. I usually run with two ML, 1 AC20 with 28 rounds, and 3 SRM6s with 400 rounds. Once the fight has been well and truly entered, the D-DC plows in and brawls it up. You can take a hideous amount of damage while dishing it out. Unlike the Stalkers that I have observed, you almost never alpha strike. I alternate between the ac20 and srms and just dish out the damage.
So yes, for my play style, the D-DC is the "door kicker." The first guy to really commit to the brawl. On that note, I run my D-DC with a Standard 350 engine that will allows him to go 62.4 kph with the speed tweak. Keep in mind that you are not as invincible as other Atlases may seem when you are trying to kill them. The standard tropes of don't be caught alone, stick to cover when being sniped and LRMed, and try to engage the enemy on your terms still apply.
The D-DC has the moxie to fight just about any other mech one-on-one. I feel confident going into any 2 on 2 or 3 on 3 brawl if we have a D-DC and they do not.
Right. I know I'm late to the party, but I started with this last week.
I have a Hunchback at the mo, with an AC/10 and 4 mid-lasers.
Is it worth upgrading the armour and/or heat sinks?
I don't see that the lasers are doing much, but pile on the heat anyway. Should I stop using them, and take short range energy weapons instead, to make room for an AMS?
I'd definitely keep the lasers. I assume this is the Hunchback 4H? In that case, the difference you're feeling from the lasers is the shift from a duration weapon to a pinpoint weapon- AC10 hits for 10 in one spot, or cleanly misses. The medium lasers are quite the opposite- each one pumps out 5 points of dmg but it will take the whole beam to deliver that 5 dmg, so it will often splash all over the target. Still, if you can keep them on target they'll do twice as much dmg as your AC. The tighter you can maintian the lock, the better the lasers will serve you.
Double Heat sinks are one of the best upgrades in the game. DHS will undoubtedly increase the number of times you can fire your lasers before shutting down. Ferro-Fibrous is one of the worst, just because it won't save you many tons compared to Endo Steel, and is still very expensive.
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
it's such a fun build but I don't like that guy.... he whined sooo much about ecm destroying the game and appears to only like his uber builds like lrm spam and such...