I have a CC. It seem that not all mech can mount a CC though. Well, at least I know my Atlas can mount it, but it does not show up on other mech. Then again they say something about it not being purchasable yet when they are running the trial. As for the UI. I love the new mech selection screen! Loads much faster! Then again the loading of mechbay should not be slow to start with, they should not penalize people with more mech by slowing it down I think (yes I have many mech since I almost never sell, exception being the CN9 sicne I get the new one, the crappy Jenner cause I hate, and the other Jenner cause I have Sarah). The "INVALID" bar in mechbay helps also.
Tried some fall damage, it's noticeable on heavies and assaults, on the trial HNG for example you loose up to 2% HP each fall. That's when you go for it, it's easy counter, but still nice touch. Waiting for JJs heat too.
I'm with Remarius - my 12ersl+4mg nova weeps with the change. +20m means way less to me than going from 60 to 48 backstab alpha.
Hearing this 'relaxing' phrase is something you heard about the previous match maker - and by 'relaxing', they mean slapping shit together for quicker games. If the que times are too long due to too little relaxing, PGI now appears to have the ability to adjust variables on the fly.
i am more concerned about the group queue trying to have some fun with 1-3 friends and getting into a match to face a 12man pugstomp is not what i play this game for
But... the only time you will face a 12 man "pug stompers" is when you have an entire team of groups... so no longer pugs.
Edit: My statement was incorrectly remembered, read Thiaks post below. It's only as a 4 man lance you can get either the PUG queue or the group/team queue if I understand it correctly. If you only drop 2 or 3 ppl, you will never enter the group/team queue. I actually like this setup since it allows for ppl to face others that like teamwork. Of course, you risk getting a full 12 on coms and facing potentially 3 four man lances who doesn't share coms. That said, me and a friend dropped together last night and we got into teams with at least one more premade on our side, hard to tell which queue we were in but theory doesn't quite seem to match what is actually happening.
actually, as soon as you play with 1 friend you can end up vs a 12man group but still, if you are 2, 3 or 4 premade, if you run into 12man premade with TS you stand pretty much no chance and thats my point getting into teams with more premade groups is fine and i appreciate that as well, i just think 12mans should only get matched with other 12man groups
I wonder how many 12man premades are actually out there at any given time; is it statistically relevant or will you face them only once in a blue moon?
Correct. Interesting. I really hope the MM can match team compositions better so we don't get a lot of 12 vs 2+2+2+3+3 teams. No way that would be fair as a matchup.
So, let's look at poptarting with a classic Highlander? (38*1.9)*0,04=2,888 So the leg has 76 pts of armor and 38 internal, getting 2,89 pts damage each time it achieves 33 ft/s. That translates to 26,3 jumps (if damage is taken) before crit open and 13,2 jumps (if damage is taken) before legged. Assume the scale increases with higher fall. A feathered landing (braking the descent with JJ's) means more exposed time too.
Why do Lights and Assaults have the same muliplyer of 0.04 while Mediums and Heavies have a lower? And the fall velocity is fixed by 30 ft/s. Is that the maximum fall velocity, which is mirrored in the 1.9? So in the end it doesn't matter how high you jump (amount of JJs)? An 1xJJ Highlander suffers the same damage as a 4x JJ Highlander as long as the conditions are fullfilled. If that's true it doesn't really work against Jumpsniping. It will only handicap the Agility of Lights. And that's crap imo.
Blagg, I'll take a Victor and a spider and jump off a cliff in Alpine. I'll have just a cpl of armor pts (3 pts to check if the damage scales, if it doesn't then I should not get any internal damage) on each and we can check how badly red they get. Thinking a running straight flight out south from I9 mountain. Should be at least threehundred feet drop? I'll take a premium surgeon along with SLAS to check remaining leg health.
i was running a 4man yesterday and like 1 out of 3, maybe 4 was a 12 man stomp maybe it was just because of patchday, but if it stays at this rate i am worried
I'll say this much, the new patch makes playing the chainsaws closer to the way it was before the patch.
You need to do a different test. Take a Highlander with 1JJ, and then with 4JJ. Jump and then measure the damage you take. Do this again with Lights, Mediums and Heavies.
Lights have much less internal stucture, so the multiplier is greater so it has a noticeable effect still imo
I played in a group last night whose size varied between 3-5 people. With the exception of I think 3 games our group was routinely pitted against 10 man drops with one getting lucky and syncing an 11th. It was basically a stomp in our favor with the exception of like 1 game. It could be that a few members of my group drug us to a lower ELO bracket and thus the stomping but I dunno under the new MM rules.