Oh yeah, I almost forgot another one I've mentioned repeatedly since the mod was born to friends: Thank you for extending the range of machine guns, and giving them an anti-BA bonus. MAJOR
thanks. I've always had grief with machine guns in every MechWarrior 2+ game, given they were always just a horrible damage, terrible range worthless weapon. But by being willing to bend canon a bit and give them a range boost plus make them superior at anti-BA operations, it's turned into a niche weapon I want
to have. Plus they're fairly effective against light armor! If there was a 'mechlab in the game, I'd be mounting a pair of MGs on half of my favorite variants even at the expense of tearing off a gun or two.
Anyway, great job on making one of the most scoffed at guns from MW2 up (I spent many missions in MW1 ramming taller mechs in a locust and sawing their legs off with them, heh) into a weapon that, while not very good against mechs, I always appreciate having. If I ever get to combine them with my HGR Hollander, I'll probably never drive anything else.
CBills. Discussions on specifics are one thing but including CBills as an overall system to balance assets is awesome. It beats the crap out of weight based balancing or anything like that. This base mechanic is what lets lighter assets be competitive in later stages of the game and that is awesome.
Yep! I entirely agree on this one. What it actually parallels to is the board game's "Battle Value" system - which is far, far more useful than blind tonnage drops we've had in the past. It recognizes that not all mechs in the same chassis are equal, too, which is another definite plus. It definitely gives a reason to take our variants that would otherwise be considered inferior, if they're far cheaper than alternate models of the same 'mech! It also helps to equalize the tech disparity between IS and Clan's tier 3 stuff - i.e. the heavy laser puma, a light, is more expensive than some IS heavies and rightfully so.