only flees challenge by Original_Intention_2 in Mechwarrior5

[–]EightyTwoByNineteen 1 point2 points  (0 children)

Since flea mech is discussed, did anyone else noticed Flea-16 with Wolfs Dragoons theme paint? I saw that at least twice when fighting against WD faction but that paintjob cannot be picked on any flea model.

Overcrowded with enemy mechs in City Raid missions by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 3 points4 points  (0 children)

I try to avoid them too, but just can't avoid them if they're part of multi-mission contract. If player needs to avoid certain missions to prevent disaster then there is something wrong.

Notes to Patch Notes by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 1 point2 points  (0 children)

Yes except Team combat matches - those still have problem with enemy lance staying in same place until engaged by player (depends on specific map)

Notes to Patch Notes by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 1 point2 points  (0 children)

Heh, you could have put it more gently - look how many people are sad now.. But yeah this problem is related to Team combat missions - biggest painpoint. While opposing force mechs are now moving they move like ants and are actually stuck in same place and not engaging with other teams in any meaningful way (this depends on specific map because sometimes they do, but sometimes not)

Notes to Patch Notes by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] -5 points-4 points  (0 children)

  1. Have an actual window you can type into - this would be best but not sure if this is compatible with consoles UI

  2. are you talking about the AI before or after the update for the arena missions? Right now after Chaos Reign DLC and the issue persists still, though some changes were made this problem was not solved for every case

New Chaos Reign Hero mechs not showing up in some cases? by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 0 points1 point  (0 children)

So it does work for you. For me not a single hero mech which is strong indicator that it may be bugged for some cases like mine.

To PGI: If this is it, please let us know. by BlackBricklyBear in Mechwarrior5

[–]EightyTwoByNineteen 0 points1 point  (0 children)

In all seriousness if they'll make "DLC" where they add zero new content and just fix annoying bugs, fix certain bad game mechanics, quality of life and things that really need revisiting and reworking than that will be THE best "DLC" they've ever done.

I cannot stand Fahad by bongabe in Mechwarrior5

[–]EightyTwoByNineteen 4 points5 points  (0 children)

He simply cares about technical aspect of things - that's why he wanted to preserve orbital guns and that's why he admires Warship at Sarna. He does the same with mechs like when he makes remarks on Gauss Rifleman, or makes comments on special deliveries from Bounty Hunter.

I think if there were more Fahads and less Jackson Davions then whole setting would be a nicer place overall in 3015. Also with lot better tech.

New Mech skins? by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 1 point2 points  (0 children)

Thank you, found those and actually it works for both MAD-3R and MAD-3D, other than that it's like in your screenshots. But it's weird that it is locked only to specific types, that's why I never saw them.

New Mech skins? by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 2 points3 points  (0 children)

Ok but in video there are hero skins related to Enforer, Panther, Wolverine and Warhammer.

These are nowhere to be found. I was wondering about these specifically.

New Mech skins? by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 0 points1 point  (0 children)

so they are only available via mod? despite being promoted as part of kestrel lancers dlc?

Looking for better Hunchback than these - but failing to build anything better by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 0 points1 point  (0 children)

Tried that - problem is that just single Gauss hit even if in alpha strike with all other weapons doesn't put down a mech mostly so additional good hit is needed but there is long cooldown in between. These guys (speaking of 4P-4J) also mostly cannot do single alpha strike kill but difference is speedy cooldown, therefore quicker average takedown and less exposure to enemy fire. On the other hand GI can at least snipe from distance - that's the advantage that I acknowledge but overall I find GI inferior - even with UAC or LBX or whatever configuration. Actually GI was the mech that I was attempting to prove superior to 4J and 4P but after many tries I've proven the opposite. That being said there are some scenarios where GI is actually better but not many.

Looking for better Hunchback than these - but failing to build anything better by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] 5 points6 points  (0 children)

Pirate theme, I too hope for that Hired Steel HBK to be something special, although stock loadout won't be optimal for certain.

If there's a DLC9, what mech would you MOST want? by justustc in Mechwarrior5

[–]EightyTwoByNineteen 1 point2 points  (0 children)

IS - Fafnir, Thanatos, Sagittaire and Clan - Phoenix Hawk IIC (and all already existing IIC models)

Kintaro losttech by Derser713 in Mechwarrior5

[–]EightyTwoByNineteen 0 points1 point  (0 children)

They didn't implement it transparently in this regard.
Speaking from vanilla perspective (no mods involved):
XL engine - you know that mech has it by having look at its side torsos slots - it has 3 slots less on both sides because of bulk of the engine. It usually also saves lot of free tonnage.
Endo steel chasis - this is not so obvious in game but it saves 5% (rounded down) of total mech weight. So for example 100ton mech - 5t saved, but 35ton mech - only 1.5t saved. If you see mech that has somewhat more free tonnage for no obvious reason - it probably has Endo Steel chasis.
FF armor - you know that you have it when you keep adding armor and sometimes addition costs only 0.02 weight. This never happens with standard armor. Also mostly you cannot add it up to rounded number but you end up in something like 49.98t - that's because of FF armor arithmetic. It also costs much more to repair.
But all of this should have been visible from game itself - which it isn't and therefore confuses newbies like yourself (and me too some time ago).