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![[Post New]](/s/i/i.gif) 2015/11/02 19:28:55
Subject: MechWarrior: Online
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Mighty Vampire Count
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twitter said that a cable has been cut and servers are down - good news is Tor T is extended might get my TBr wlf now
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2015/11/02 19:56:10
Subject: MechWarrior: Online
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Secret Force Behind the Rise of the Tau
USA
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nels1031 wrote:With that said... Artic Cheetahs. They seem like the best light mech at the moment, in my opinion. Am I off the mark, or is it just that they are more widespread right now because of C-bill availability?
They did just hit C-Bill availability but they're also very very good. On par easily with the Firestarter in terms of power (and the Firestarter be OP, so if you're its running buddy yeah you're OP too), but unlike the Firestarter the Artic Cheetah has Clan weapon ranges and that's just straight up new user friendly.
As for t he Artic Cheeter. It's the most broken mech in the game. It's got superquirks, and unbeleivable hitboxes and hit-reg brokenness.
The Cheetah lost any quirks worth mentioning awhile ago but most certainly yes on the last part. The Firestarter has excellent Hit Boxes, but the Cheetah seems to have been bequithed the Holey Hitboxes from the Spider Underlords  Especially on its legs.
Does that happen often/at all?
Depends on PGI's whims. People were calling the Cheetah OP before it even released because it was obvious, then PGI upped the ante by giving it strong Quirks at release, shocking everyone. Those quirks have since been removed.
The Rebalance is coming and does even up Clan and IS Lasers a little bit, though PGI spoiled that benefit with new changes to targeting mechanics that are just... ugh. Cheetah will still be best Clan light (if only because all the other ones outright suck). Whether the Firestarter will be able to keep up will depend on if it gets to keep its quirks. And of course that Jenner IIC is around the corner, and I don't see that thing being anything other than game breaking *prepares plans for 6 Clan SPL Jenner  *
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This message was edited 1 time. Last update was at 2015/11/02 20:00:55
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![[Post New]](/s/i/i.gif) 2015/11/02 20:47:11
Subject: MechWarrior: Online
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Alluring Mounted Daemonette
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@ Missile boating. I always take Active Probe when missile boating along with a TAG. The reason why is they both do the same thing (cut ecm) but they do it where the other doesn't.
Tag lets you target someone who is under ecm who between 180m and 750m distance away from you. Tag will not counter ECM when an enemy ECM is within 180m of you. You will not be able to lock a target even with your TAG while under an enemy ECM zone.
Active Probe, (BAP/CAP) is for when the enemy ecm is within 180m. it counters their ecm and allows you to still lock targets.
there are further advantages to both pieces of equipment but that is their main purpose explained.
If you ONLY pack a TAG as a missile boat, an ecm equipped light can easily ruin your day just by standing next to you...
If you ONLY pack a Active Probe as a missile boat you will not be able to break ecm at range requiring you to close in... something most missile boats do not want to do.
Also note, Multiples of equipment stack. IE
1 active probe breaks 1 ecm BUT....
2 ecm will still jam 1 active probe
3 ecm beats 2 active probe..
This Is why I also try to pack active probe on the majority of my brawler mechs even if they do not require missile locks. the more active probe on the field, the less effective ecm is. and if I am going to be up close and personal with the enemy I may as well have an active probe to break their ecm. If I am brawling an enemy Atlas DDC in my Stormcrow I want to be sure his ecm is broken so I can receive any missile assistance that is available.
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![[Post New]](/s/i/i.gif) 2015/11/02 21:08:15
Subject: MechWarrior: Online
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Ichor-Dripping Talos Monstrosity
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Overlord Thraka wrote:We have PVP? Sweet! I'm sad I missed it. I really wanted that cap and banner...
Still 23 hours left.
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![[Post New]](/s/i/i.gif) 2015/11/02 22:01:47
Subject: MechWarrior: Online
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Crazed Bloodkine
Baltimore, Maryland
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keltikhoa wrote:@ Missile boating. I always take Active Probe when missile boating along with a TAG. The reason why is they both do the same thing (cut ecm) but they do it where the other doesn't.
Tag lets you target someone who is under ecm who between 180m and 750m distance away from you. Tag will not counter ECM when an enemy ECM is within 180m of you. You will not be able to lock a target even with your TAG while under an enemy ECM zone.
Active Probe, (BAP/CAP) is for when the enemy ecm is within 180m. it counters their ecm and allows you to still lock targets.
there are further advantages to both pieces of equipment but that is their main purpose explained.
If you ONLY pack a TAG as a missile boat, an ecm equipped light can easily ruin your day just by standing next to you...
If you ONLY pack a Active Probe as a missile boat you will not be able to break ecm at range requiring you to close in... something most missile boats do not want to do.
Also note, Multiples of equipment stack. IE
1 active probe breaks 1 ecm BUT....
2 ecm will still jam 1 active probe
3 ecm beats 2 active probe..
This Is why I also try to pack active probe on the majority of my brawler mechs even if they do not require missile locks. the more active probe on the field, the less effective ecm is. and if I am going to be up close and personal with the enemy I may as well have an active probe to break their ecm. If I am brawling an enemy Atlas DDC in my Stormcrow I want to be sure his ecm is broken so I can receive any missile assistance that is available.
Awesome!
Thanks for the info my dude. I'll have to adjust my loadouts to get BAP and Tag. I think only my Mad Dog can pull it off, as my Ebon Jag is Missile and Ballistic only.
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"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
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![[Post New]](/s/i/i.gif) 2015/11/02 22:19:31
Subject: MechWarrior: Online
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Fixture of Dakka
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Be aware that as Inner Sphere LRM do no damage within 180m, a BAP really isn't necessary. You'll be using your direct fire backup weapons at that range rather than trying to lock missiles.
Clan LRM do weaker damage within 180m, so a Probe has some use there, and it sounds like you're playing Clan.
Of course, there are other reasons you might want BAP (for close range locks on ECM mechs to determine enemy damage/loadout, detect shutdown mechs, etc), but if you're running Inner Sphere LRM boats, there's little reason to take one.
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This message was edited 2 times. Last update was at 2015/11/02 22:22:50
"The Omnissiah is my Moderati" |
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![[Post New]](/s/i/i.gif) 2015/11/02 23:13:47
Subject: MechWarrior: Online
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Alluring Mounted Daemonette
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Alex C wrote:Be aware that as Inner Sphere LRM do no damage within 180m, a BAP really isn't necessary. You'll be using your direct fire backup weapons at that range rather than trying to lock missiles. Clan LRM do weaker damage within 180m, so a Probe has some use there, and it sounds like you're playing Clan. Of course, there are other reasons you might want BAP (for close range locks on ECM mechs to determine enemy damage/loadout, detect shutdown mechs, etc), but if you're running Inner Sphere LRM boats, there's little reason to take one. YMMV but I feel this is a mistake. When I pilot ecm lights I LOVE when a missile boat does not bring active probe. my 1.5 ton piece of equipment (1 ton for clan) completely negates 100% of their missile weapons simply by me standing near them!!! Yes IS missiles do 0 damage and clan missiles do reduced damage when under 180. But think of this, If an enemy ecm mech is near you and even if someone else is dedicated to keeping them off of you, you are still unable to get locks as long as he is around. so your guardian goes to work fighting the ecm light, and you keep trying to support your team except you cant because ecm is near you. that ecm light is effectively negating 100% of your missile damage and keeping your guardian busy trying to fight him off. Lets put some weight to the situation. You are in the Ebon Jag. 60 tons Missiles + Mguns your guard is in a wolverine because if your going to be missile boating a sniper is good to have around too. 55 tons large laser variant. I am in my spider 5D 30 tons. ecm + 2 mplas simply by staying within 180 m of the ebon jag I reduce him down to machine guns. the only thing I have to really worry about is the guard wolverine. If I can take off his laser arm I have effectively eliminated 115 tons from the enemy team in one component destruction. the ebon jags machine guns are not going to do anything to me ( seriously take a couple mguns into the training grounds and try it) and his missiles can not lock me or anyone else on my team simply from me being within 180m of him. 1 active probe counters that entire situation. Yes the spider still has a chance to take off the arm crippling the wolverine but the ebon jag can target him the entire time. allowing not only himself to shoot the spider but also anyone else that wants to throw missiles at it. also it lets others on you team realize there is an enemy mech messing with the back lines without you having to say anything. If the wolverine packed a BAP as well it now takes 3 ecms overlapping to jam the ebon jag. Again YMMV but with all the ecm running around in the game now, active probe is something I put on nearly every mech. there are tons of advantages it gives to your team even if it is not helping you specifically. Edit: also note they are going to modify how ECM works so this may all be changed in the coming weeks or months.
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This message was edited 1 time. Last update was at 2015/11/02 23:16:43
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![[Post New]](/s/i/i.gif) 2015/11/02 23:22:02
Subject: MechWarrior: Online
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Fixture of Dakka
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Good arguement, and it speaks well of the game that this is a legit choice rather than being a definite take/not take piece of equipment.
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"The Omnissiah is my Moderati" |
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![[Post New]](/s/i/i.gif) 2015/11/02 23:53:38
Subject: MechWarrior: Online
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Secret Force Behind the Rise of the Tau
USA
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Tag lets you target someone who is under ecm who between 180m and 750m distance away from you.
The Tag laser has no minimum range. Even if it did, it would be irrelevant as IS LRMs can't hit anything within 180 meters, and if you're using Clan LRMs you're still pretty much not going to hurt anything within 180 meters. At that close range unless an enemy is really beat up they can just shrug off LRM damage.
Now what does happen is that ECM equipped mechs block mechs within 180 meters from sending targeting data to their team, but it has no effect on the ability of enemy mechs within that range (with a tag) to target... Which again doesn't really matter. If you're a LRM boat you never want anyone within 180 meters of you anyway (which is kind of just getting into the side issue that LRMs don't even remotely fit into the game very well and are a horribly subpar weapon system but hey, sucking never stopped something from being fun  ).
the ebon jags machine guns are not going to do anything to me ( seriously take a couple mguns into the training grounds and try it) and his missiles can not lock me or anyone else on my team simply from me being within 180m of him.
This is not how current ECM mechanics work.
Your ECM will only effect allies within range of your mech. If you are within 180 meters of an enemy mech, but the rest of your team is 400 meters away from you, your ECM does nothing to stop the hypothetical LRM boat from targeting the rest of your team.
That ECM stacks is only further reason to ignore BAP/CAP, as the Tag laser doesn't care how many ECMs are running around. It targets whatever you point it on anyway.
And yes, ECM is gonna get changed in the rebalance with the introduction of info tech (range cut down to 90 meters, and no more impenetrable bubble wrap of protection). CAP/BAP might be more relevant due to changes in the importance of target locks. Under the current game balance... No one really needs them (except LRM boats), but the proposed changes would make pretty much everyone need them.
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This message was edited 2 times. Last update was at 2015/11/03 00:02:18
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![[Post New]](/s/i/i.gif) 2015/11/03 02:46:29
Subject: MechWarrior: Online
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Ovion wrote:Overlord Thraka wrote:We have PVP? Sweet! I'm sad I missed it. I really wanted that cap and banner...
Still 23 hours left.
Yes but I have no money you see...
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![[Post New]](/s/i/i.gif) 2015/11/03 12:34:33
Subject: MechWarrior: Online
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Ichor-Dripping Talos Monstrosity
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Overlord Thraka wrote: Ovion wrote:Overlord Thraka wrote:We have PVP? Sweet! I'm sad I missed it. I really wanted that cap and banner...
Still 23 hours left.
Yes but I have no money you see...
I know that problem all too well.
I wasn't even meant to back for the basic game...
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![[Post New]](/s/i/i.gif) 2015/11/03 18:21:55
Subject: MechWarrior: Online
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Longtime Dakkanaut
Orlando
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When does the Marauder get released?
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If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM! |
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![[Post New]](/s/i/i.gif) 2015/11/03 18:40:14
Subject: MechWarrior: Online
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Secret Force Behind the Rise of the Tau
USA
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December 1.
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![[Post New]](/s/i/i.gif) 2015/11/03 18:53:19
Subject: MechWarrior: Online
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Mighty Vampire Count
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Wow finally got me TBR(C) on a game that eneded as the event finished  Very happy
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2015/11/07 17:55:51
Subject: MechWarrior: Online
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Longtime Dakkanaut
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So, Rifleman anyone?
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Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2015/11/07 20:10:48
Subject: MechWarrior: Online
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Fixture of Dakka
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"The Omnissiah is my Moderati" |
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![[Post New]](/s/i/i.gif) 2015/11/07 20:34:05
Subject: MechWarrior: Online
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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I've got all 4 Jagers. Might grab a Rifleman once out for C-bills though
But... GIVE ME MY BUSHWHACKER
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![[Post New]](/s/i/i.gif) 2015/11/07 22:22:48
Subject: MechWarrior: Online
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Mighty Vampire Count
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No keen on the look and spent on getting the Bounty HUnter and Natasha
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2015/11/08 01:05:03
Subject: MechWarrior: Online
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Liche Priest Hierophant
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I remember, I had a Rifleman toy as a kid. Didn't know what it was from, just found it in the bargain bin at a bargain-store ad thought it looked cool. I have no idea what ended up happening to it, though.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2015/11/09 22:01:07
Subject: Re:MechWarrior: Online
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Crazed Bloodkine
Baltimore, Maryland
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I went for the Rifleman. I haven't bought anything since I started playing a month or two ago and I wanted something new and shiny.
I have no idea what I'm in for, but it was only 20 bucks, so feth it! I'll have fun even if it sucks.
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"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
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![[Post New]](/s/i/i.gif) 2015/11/09 22:07:35
Subject: Re:MechWarrior: Online
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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nels1031 wrote:I went for the Rifleman. I haven't bought anything since I started playing a month or two ago and I wanted something new and shiny. I have no idea what I'm in for, but it was only 20 bucks, so **** it! I'll have fun even if it sucks. I expect it to be okay. It'll play a lot like a Jagermech so if you end up liking it you might as well take a look at Jagers
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This message was edited 1 time. Last update was at 2015/11/09 22:07:47
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![[Post New]](/s/i/i.gif) 2015/11/11 03:07:44
Subject: MechWarrior: Online
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Longtime Dakkanaut
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Judging by the loadouts present on the site it'll be almost identical to the play style of a Jaeger - I think, if anything, it'll be a pre-order for the diehards or for those people who hate Jaegers and want an alternative.
I REALLY wish I'd gone all the way on the last Resistance pack - people are saying that the Mauler is GREAT fun.
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This message was edited 1 time. Last update was at 2015/11/11 03:08:16
Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2015/11/11 03:37:42
Subject: MechWarrior: Online
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Fixture of Dakka
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Mauler is solid.
2nd only to the Crab imho.
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"The Omnissiah is my Moderati" |
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![[Post New]](/s/i/i.gif) 2015/11/11 05:05:31
Subject: MechWarrior: Online
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Secret Force Behind the Rise of the Tau
USA
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Maulers and Crabs were the real prizes of Resistance II. Maulers aren't quite Dire Wolf strong, but they're better than the Banshee and dakka King Crab imo.
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![[Post New]](/s/i/i.gif) 2015/11/11 13:21:33
Subject: MechWarrior: Online
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Longtime Dakkanaut
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LordofHats wrote:Maulers and Crabs were the real prizes of Resistance II. Maulers aren't quite Dire Wolf strong, but they're better than the Banshee and dakka King Crab imo.
It's odd, I see more Dires and KGC's than I do Maulers - might be the bracket I'm playing in I guess.
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Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2015/11/11 13:39:29
Subject: MechWarrior: Online
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Secret Force Behind the Rise of the Tau
USA
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Well Maulers aren't out for Cbills yet, so the only people who have them are the people who bought the full R2 Pack (and most were predicting the Mauler would be DOA, myself included). But the Mauler is really nicely sized for its weight, has decent hitboxes to run a reasonably safe XL and just mounts a mountain of dakka.
To be fair there is no mech currently in game that can match the firepower of a Dire Wolf. The closest you'll get is a Brawl Atlas, which has the innate problem of being a Brawl Atlas. Dire Wolves were a major power creep alongside the Timber Wolf, Storm Crow, and the Firestarter's god quirks.
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This message was edited 1 time. Last update was at 2015/11/11 13:42:49
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![[Post New]](/s/i/i.gif) 2015/11/11 15:06:34
Subject: MechWarrior: Online
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Mighty Vampire Count
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Enjoying my Maulers quite a bit - the 4UAC/5 one is pretty deadly.....
Played quite a few games recently so now climbing up through Tier 4
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2015/11/11 19:46:32
Subject: MechWarrior: Online
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Longtime Dakkanaut
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LordofHats wrote:Well Maulers aren't out for Cbills yet, so the only people who have them are the people who bought the full R2 Pack (and most were predicting the Mauler would be DOA, myself included). But the Mauler is really nicely sized for its weight, has decent hitboxes to run a reasonably safe XL and just mounts a mountain of dakka.
To be fair there is no mech currently in game that can match the firepower of a Dire Wolf. The closest you'll get is a Brawl Atlas, which has the innate problem of being a Brawl Atlas. Dire Wolves were a major power creep alongside the Timber Wolf, Storm Crow, and the Firestarter's god quirks.
Brawling Atlai are the only ones I play and were the first I elited - and I agree to a point about the Direwolf and firepower, but there have been a few times (more often than not)where I can completely out pilot and outshoot a Dire pilot. I can't claim to be amazing or anything, far from it, but from what I've seen Dire pilots suffer from a 'dakkadakka' syndrome - they tend to think they're far scarier than they actually are.
I think I might drop the a la carte price on the Mauler just so I can have a massive dakka option in my inventory.
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Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2015/11/11 23:16:30
Subject: MechWarrior: Online
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Liche Priest Hierophant
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Frankenberry wrote: LordofHats wrote:Well Maulers aren't out for Cbills yet, so the only people who have them are the people who bought the full R2 Pack (and most were predicting the Mauler would be DOA, myself included). But the Mauler is really nicely sized for its weight, has decent hitboxes to run a reasonably safe XL and just mounts a mountain of dakka.
To be fair there is no mech currently in game that can match the firepower of a Dire Wolf. The closest you'll get is a Brawl Atlas, which has the innate problem of being a Brawl Atlas. Dire Wolves were a major power creep alongside the Timber Wolf, Storm Crow, and the Firestarter's god quirks.
Brawling Atlai are the only ones I play and were the first I elited - and I agree to a point about the Direwolf and firepower, but there have been a few times (more often than not)where I can completely out pilot and outshoot a Dire pilot. I can't claim to be amazing or anything, far from it, but from what I've seen Dire pilots suffer from a 'dakkadakka' syndrome - they tend to think they're far scarier than they actually are.
I think I might drop the a la carte price on the Mauler just so I can have a massive dakka option in my inventory.
To be fair, you're an Atlas pilot. It's... rather difficult to psyche out an Atlas pilot based on Mech size.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2015/11/12 03:05:26
Subject: MechWarrior: Online
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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Honestly I thought the Crab was the weakest followen by the Mauler. I've actually had some REALLY nice games in both my Wolfhounds and Knights, but have get to come close to that with the crabs. Mauler's a sad middle of the road for me, they seem way to fragile and the whole Dakka doesn't normally work because you have to face-tank everything. I've done my best with Maulers using Dual Gauss Dual Large Lasers with the only module I own. (Advanced zoom)
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This message was edited 1 time. Last update was at 2015/11/12 03:47:34
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