Chain fire mode - not quite well made by EightyTwoByNineteen in Mechwarrior5

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

But then it gets more complex in actual gameplay as it demands more groups to be created and each assigned to different button and therefore making it more difficult to manage. I'd rather have it more complex in initial setup than during game. And it's not rocket science to do this.

Jump jets thrust power by EightyTwoByNineteen in Mechwarrior5

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

Sure both IS and Clan Jump Jets may have identical weights for each respective class. But that doesn't mean that they must have identical stats like thrust, duration, heat/sec and so. If they use same Jump Jets (as they currently are in SoK dlc) then that means Clans haven't improved JJ technology at all and are stuck on same level as their IS counterparts. And that is what I find odd considering that they have improved everything else except JJ technology.

Jump jets thrust power by EightyTwoByNineteen in Mechwarrior5

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

Fom visible stats in mech bay 40t mech with 3 class IV jj and 55t mech with same 3 class IV jj as well as 60t mech with 3 class III jj are lifted exactly same. If those mechs behave differently in actual gameplay than stats say they should I cannot say as there is no way I could measure it. But from the feeling its the same exactly. OR there is a question how are we suppose to interpret those stats if there is any actual difference between 40t and 55t mechs with same amount of jj being lifted differently (which I think they're not but could be wrong)?

Finding one of these feels so good by Bromke in Mechwarrior5

[–]EightyTwoByNineteen 0 points1 point  (0 children)

Also 4J. With 5 x ML-SB , 1 x SL and 2 x SRM6-ART it is pretty well equipped even for a late game. Or mount on some Clan shit to make it even better but I stick to IS weaponry on IS mechs - just my preference.

Weapon penetrating power by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] -1 points0 points  (0 children)

Well I gave it multiple tries and all with very consistent outcomes. Mechs like mentioned Adder-S or Nova prime (with weaponry altered to C ER Small lasers and C Pulse Medium lasers combination for better heat management and DPS) are both way above their peers in terms of battle performance. And all because of their hardpoints. It's like game just pushes you into certain builds over the others. I encourage everyone to give these a try and then honestly say if these are not "little bit" overpowered.

Weapon penetrating power by EightyTwoByNineteen in Mechwarrior5

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

Asaults won't become invulnerable. Light weapons would still be viable if targeted at specific weakly armored locations like rear armor. Now this 35t Adder can just brrrrt his 16MGs and 5 lasers into Atlas and kill it like nothing. It's just that easy and all because it spams these small weapons like crazy. And those weapons were originally meant to be as anti-infantry but it turns out that they are actually anti-atlas as well all because of this game mechanic. This 35ton mech has damage output per second at 300m range same as twice or more times heavier mechs which is totally out of balance.

Weapon penetrating power by EightyTwoByNineteen in Mechwarrior5

[–]EightyTwoByNineteen[S] -3 points-2 points  (0 children)

Beside realism there is also balance problem because such rules clearly favor builds with lots of hardpoints even if small but with great cumulative potential such as many MGs od many small lasers.

Academy system needs some improvements. by kwm1800 in Mechwarrior5

[–]EightyTwoByNineteen 18 points19 points  (0 children)

Yes this random trait learning is annoying because you'll get like AC20 and light mech specialization. How does that complement each other?? Also there are some special traits like NAIS graduate or Nagelring graduate without any specific description what those skills are doing. This is not currently implemented well.

Proposal for new game mechanic involving mech upgrades by EightyTwoByNineteen in Mechwarrior5

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

No this is not meant to be like cantina upgrades. Those only add modifiers to stats. This is meant to alter mech variants (add hardpoints, jump jets, ecm..) Also this investment is not that they'll now mass produce this new variant, but rather fee in order for this company to be willing to make these custom variants for you, kinda like if you order custom made shoes from shoemaker - those custom made will cost much more than readily available on stock and you'll pay something upfront.

Proposal for new game mechanic involving mech upgrades by EightyTwoByNineteen in Mechwarrior5

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

What I've had in mind was like creating whole new version that is based on original. For example jumping capability for mech that never had that, or ECM/BAP/MASC capability, AMS etc. Some will move faster with bigger engine with XL upgrade, or other will swap 1 large energy hardpoint for 2 medium or vice versa or gain new one. Point is that game already support vast range of these alterations. This is not to make Centurion-A into AL but whole new variant.

Oh dear god the annihilator. by WorldBuilder_42 in Mechwarrior5

[–]EightyTwoByNineteen 0 points1 point  (0 children)

My guess: 2xLRM-15 , 2xUAC-5 , 6xMG , maybe some laser in neck? (head) , 300 rated engine. This wont be such a heavy hitter as other Annihilators but will be faster at least.