Similarly, there's a grinding element that sets in now I'm taking a heavy lance in every mission, slowly moving towards an assault lance. If every mission was company level, it would get to be a grind. Like almost everything, the answer is variety. Orlanth wrote: The main hope is that the game developers will realise Battletech players have more patience than most gamerz and can handle eight or more units a turn without getting bored. But it does mean it has a niche that can be very valuable if you know how to use it, which people will miss if they look at nothing but damage to weight efficiency. However an AC20 will punch through the armour of pretty much everything you see for much of the game, and maybe even blow through a location entirely. You might not get crits even after a couple of volleys. During that time you mostly face light and medium mechs, and at least in my experience when heavies show up at first its many are the fairly lightly armoured Dragons.Ī brace of med lasers and SRMs will do more damage than an AC20, but the meds and SRMs will spread their damage all over the target. And at no point can you make repeated called shots. Through much of the game you don't have pilots with high tactics, making called shots less useful for blasting away at a single location. Yes, which is why I kept talking about fitting a niche. Alternatively, you can just maneuver to one side of a mech and fire that way, reducing spread, but not as much as with a called shot obviously. one shot the CT), level 9 of tactics grants called shot mastery which normally bumps any called shot up to a~66% chance for legs, 79% on side torsos, and something around 90% for the CT, and with a couple (two) comms systems you can very easily chain precision shots when you want to just kill an entire lance in a couple volleys. And if you're trying to get a precision hit on something (i.e. Wolfblade wrote: The problem with the AC20 is it's damage to weight ratio is just terrible, and then gets worse when you factor in ammo. In the case of HBS, I think Harmony Gold was trying to get some "go away" money off of them, as in "pay us and we go away without scuttling your game."They were also idiots because they did not know the actual "unseen" models they were based on: If you look at the original filing, you can see that Harmony Gold didn't really have a leg to stand on when it came to HBS. No Archers, Riflemen, Marauders, Phoenix Hawks, etc. Specifically because HBS was not using any of the Unseen that Harmony Gold state are under their intellectual control. The case was dismissed (with prejudice) last month. Until the Harmony Gold Lawsuit issue is settled, you're unlikely to see them, sadly. Never laid eyes on a Marauder, Warhammer, Atlas or the fabled King Crab. I have seen only once a Strider and bagged that guy. While I don't disagree totally, I think it's worth pointing out that PGI wouldn't know balance if it headshot their dev team with a gauss rifle. Either have the drop limited by maximum weight, or have a payment bonus for completing a mission with a lighter lance. I would like to see tonnage be more of a factor. They're so slow to move and torso turn that canny opponents can hit and run before you can react, or get below your field of fire with a fast light. One of the things I like about MWO is that using Assault mechs properly is hard, and you really need support from lighter mechs to use them well. Otherwise its just a race to build the best assault lance. I want to see company scale multiplayer, then in order to fill out you will likely need lights and the full range of mechs will come into play naturally. It's not the correct number, it's not the sweet spot and a modded Leopard can carry six, and the modding can be paced out like with the Argo. I knew from the outset that would come as Harebrained were just flat out wrong to restrict action to four mechs. Orlanth wrote: Lot of talk about company scale modding.
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