Question about the title's "UP TO 560 DMG"? M5000 on my Discord did the maximum rocket build possible on a mock-up mech running the same amount of hardpoints: mwo.nav-alpha.com/mechlab?b=9e52cd7e_CUSTOM (560 damage within 1 second)
The content creators play a massive part in keeping this game running. I often have periods where I don't play the game, but I will usually keep in contact with the game through RU-vid videos
Agreed. I've said before that PGI needs to work on marketing the game. It's still fun, fills a niche, and has a lot of potential for continued playability; but there just isn't the player base there needs to be to make the game the best it can be.
You don't want to immediately XL the Commando. It's a 100% zombie build with the standard engine. it has insane survivability. Of course there will be some builds where you'd want XL so could fit 2 snubs for example.
With 2 Snubs and 2 SRM-6 on each torso and 3 RL-20s on each arm I think the spitfire can have 2 devastating salvos of rockets and still be left with a potent enough punch for brawling.
I love the paintjob and themeing of the Spitfire, but wish it had more than just rocket launcher spam. Torso-mounted machine guns with a RoF bonus would be cool to run with an SRM build.
10:41 I have been talking about wanting a quirk for the Spider 5V to run to LPPCs in the CT for a while now. The compact gyro could allow this but it would also allow 2 Snubs and I suspect 2 Snubs with a 50% cool down quirk would cause all sorts of problems
One thing that would be interesting (although incentivising rockets is bad) would be if you could jetison the arm pods once they were empty and gain maybe 10-20kph of speed and increased torso twist.
Really, really hope they start implementing the compact cockpits and gyros and other similar tech. Would be a good way to mix up builds without implementing new weapons/effects. Would be awesome low-hanging fruit for PGI to harvest and players would bite hard into, no doubt, self included. Thanks for the update TTB!
Mmm... the heat sinks changes make me think a hidden buff to IS lights (and those crazy heavy/assault with tons of single heat sinks), and a nerf to Clan damage. The ECM nerf will not impact the light hunters in the least, sigh...
I see a lot of MRM's or LRM 5's being used on this mech, the rockets are fine for a 1 shot but ultimately useless. Streaks should ideally not have a lock on mechanic in the first place or it should be faster if pgi wants to keep that mechanic. Streaks are a reticle goes red, you shoot like in MW4.
you don't HAVE to run Rockets in a full boat like this a mech like this can run 4 rockets in each arm, and then anything else in it's torso. that gives you 2 strikes of 160 damage in each arm, and then you have 4 Missile slots and 2 Energy Slots to finish out the game. i do something similar in my Fafnir, with 4 Rocket 20s and 4 UAC5s. you kill the first mech that is unlucky enough to find you to snowball the game, and then your arms are just shields to protect the body of the mech. even in this format, this isn't like the Javelin. you still have 2 PPCs and a ton of dead armor to help the team with.
I think it's probably time to fire my account back up. I've been following the changes and haven't played in like 5 years but this is looking juicy with all the custom mechs, weapons, maps and balance changes. I'll happily throw money at a company actively investing in thier product. I actually stopped because development on the project halted for so long that I literally just got boring running the same meta mechs all the time.
TTB bang on again... ugh agreed don't need another Rocketeer we already have the 4HP which can be viable still at least with arm laser mounts after it "blows" its load ;)
Looking at that makes me wish rocket launcher was limited to mech with Minimal slots, as they work as a sort of well i have an access 1 tonnage but only 2 slots, so cant put DHS on laser dragons CT. It just has the issue of C-SRM's, they weight to lil and allow for pretty degenerate builds.
i think weight would be a problem as well as ammo, though can be fixed with ammo quirks like in scaleshot. i actually wish they would give more mechs ammo quirks.
@@aka-47k the load out is possible with an XL engine, the TT Bane has a 300XL engine, five UAC/2s per arm, but sadly ammo for the ultra autocannons is only four tons, but you could fit slightly more if you don't include the four machine guns & ammo carried in the Bane's right torso.
PGI seems to love leaning into shit play, first the 14 mg loyalty mech last month (mg being heatless is broken and the more you stack the more broken it gets!) And now they put out a massive, rocket based, one shot popper, which is a troll build that everyone except the douchebags who run them hate!
The whole ability to overcustomize mechs to make a mech into a role or playstyle it doesn't belong is pretty shit. Losing a torso cuz some chump across the map spotted 3 pixels of movement and snapshot shoots a ton of gauss and PPC shots into it really isn't fun. Wish there was a game mode with just stock/canon mechs.
@@MichaelJCaboose013 I'd settle for just having a stock mech event one weekend a month. Give the players a challenge by making them run something other than their super customized, over specialized, one trick pony mechs.
Apparently we need mechs with more hardpoints. Can you say power creeeeeeeeeep? Idk, if only they'd put some of that money into fixing/improving the game. Also, why TF do they decrease heat sink dissipation instead of capacity?!?!??? Are some influential snipertards so hellbend on keeping their burst damage at the expense of everything else? The game needs the absolute opposite - less capacity for smaller volleys, and more dissipation, for more sustained fire instead. FFS I can only shake my head looking at these changes.