Added a warning popup that appears if the Steam API fails to initialize on game start.Īdded text to the video settings screen to indicate that some settings will not be applied until the next game load.Īdded an option in video settings menu to show unsupported display resolutions (defaults to off). Memory management improvements around 'Mech destruction.įixed an issue that could cause MechWarriors to become permanently stuck in the High Spirits or Low Spirits state.įixed an issue where saving the game immediately after salvaging enough parts to complete a new 'Mech could cause that new 'Mech to disappear upon reloading that save game.įixed an issue that could cause allied units in Escort missions to fail to move into the extraction zone under certain circumstances.įixed an issue where choosing to store a 'Mech with an active work order, then cancelling the warning popup, would cause the screen to become unresponsive.įixed a few issues with starting location spawn points on procedural missions.įixed hair shader to better support brighter colors in character creation, tweaked some hair and beard textures, and added some brighter color swatches.Īdded new portrait presets and customization options.įixed an issue that prevented completion of the "Rock 'Em" and "Sock 'Em" achievements.įixed an issue that could prevent completion of the "Complete Roster" achievement.įixed an issue that trivialized completion of the "Laser Show", "Bullet Farmer", and "Raining Fire" achievements. Tonnage is for guns and armour, a kick is a free attack while cooling your mech and for heavy stability damage.įixed some hitches when destroying units and buildings during combat. Trouble is unlike most mods like superior gyros it takes up tonnage as well as space. I tend to use melee against light mechs and vehicles as its pretty devestating to either with heavy or assault mechs and of course does not use heat. Has anyone used the arm mods to get higher melee damage? I have that on my thunderbolt, but I find melee is more of an opportunist thing and if you charge straight at it you'll get shot up badly to the popint you have to fall back (at which point it's just useless weight). Now in melee a single punch or kick from a heavy will topple an opposing heavy allowing for follow up attacks while it is on the ground. Sure that is useful as it reduces firepower but not as good as extra damage or crit bonus. I find that in the later game ranged knockdown is of comparatively limited benefit compared to melee, sometimes it works well, but usually it takes most of a turn to set up the unsteady then the opponent braces. Sure, it sucks for salvage since I'm taking out the CT, but sometimes you just gotta kill something fast. Jump behind an enemy, target the rear center torso, and let loose with all those lasers. Now I just need to find some LRM20s that have a stability bonus to start knocking mechs down like dominos. Tannhauser42 wrote: Finally got me a LRM Catapult.
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