Greetings Min Max MechWarriors, Today is a good day! PGI have delivered on one of their long time promises; we now have 12v12 combat! That is right, you can now field an entire Company of Battlemechs. For those that don't know the structure of Battletech Tables of Organization (Inner Sphere); 1 Company is comprised of 3 Lances and each Lance has 4 Battlemechs. So that makes 12 (unless Math works differently in your part of the world). It will be interesting to see how many of the current ammo dependent meta builds now have to change to add an extra ton of ammo for engaging those extra 4 enemy mechs. We are also getting the Kintario Battlemech today in the form of the Golden Boy, the Hero variant of the Chassis. I'm not a super fan and it will be interesting to see how it plays out considering the SRM4 + SRM6 will hit the heat penalty system pretty hard, not to mention that it has a small engine and low speed but I digress.... Official patch notes for August 6th, 2013.
wait, so now critical damage has been increased and finally implemented? sounds like Mg's might be even better
Woah, PPC's really have changed with that extra heat point. I was curious so I dived in with a QKD-5K and tore things up with "The Kell" build, Tourmaline came up and it was much easier to shutdown compared to pre-patch.
LRMs are back. I just did a 800 damage game with 3 kills followed by a 500 damage game with 3 kills. Must have a been a bug they fixed.
I'd really like to see a C-Bill bonus victory of the day as well, because I'm having a hard time with the grind. Of course they lose a bit of MC on people who don't have time but I don't suspect it'll be that large if you have a one-time double/triple c-bill bonus per day.
Yeah, I'm seeing a definite drop in cashflow aswell. This was done to compensate for the additional people in the game but honestly, I ain't killing that much more with 12vs12 then before. Some additional assists yes but for the past five-ten rounds I've seen about the same kill/assist as I would prior patch - ie, lower cash flow. Hm.
mech? loadout? feel free to point to the post on here or smurfy link I think my lrm damage max game is 450 (not counting the lrmageddon times). I'm usually around 250... I know I'm less than stellar at lrm'ing but such horrible dmg made me stop trying to improve with them.
this. rewards for effective capping (not canceled by enemy) rewards for defending from enemy cap if it's your cap Maybe small bonus on disabling enemy cap point to neutral. it'd make it a lot more fun with the new cap duration increase.
I used this build: http://www.mechspecs.com/forum/index.php?topic=657.0 I followed that game up with another 3 kill game with damage over 500.
Really fun, really. The cap time increase is a good thing. However I can see that it would be BAD in conquest, since solo cap would eb harder now. Cooperations and teamwork? That's a fuxking joke in PUG. Expacting teamwork is like expacting to find a female in a thailand stripclub... sometimes it may seem likely from afar, until you look closer... NOPE.