Drumming up support for a little tweaking...
Remove the JJ and give the AC20 Osiris MASC, JJ is useless for this light mech. Short range weapons dictate a brawling/hit and run type mech. This is hard to do when you barley move faster than a medium mech.
For that matter, UAC20 SCAT....two lasers... no ammo...JJ... and MASC...
Seriously, I think most people utilizing this mech would happily give up JJ or a laser for more ammo.
The variants
were intuitive, but now they are setup to squelch the whine threads. I don't get it.
When there is a MECH lab my AC20 Osiris will have MASC, and either no lasers or only one, depending on how Tonnage works out; my UAC20 SCAT will be sporting two SBL, and two extra tons of ammo.
This isn't making anything over powered... I still have to hit my target to use ammo. I can die prior to it being depleted. It just makes sense.
About the UAC20 SCAT:
When you kill 1.5 mechs you need to return to base for ammo that is messed up. Most times I am making it to our team's battle line and I need to go back for more ammo.
I know I know, APC... Funny no energy weapon variants need to rely on such a thing.
Frankly this would give the other team a better chance of killing the mech as you would stay in a hostile area longer, because you are able to fight and are damaged, where as currently, you run back to base and fully repair and the process starts all over again.
Whithering Trajetory...why was this changed. You can dumb fire all kinds of weapons in this game. Just give the Balistic type weapons high drop rates. Make the shells dive for the ground after the max range. This will make you aim hilariously high in order to hit something barely out side your range, the reduced damage past max range was brilliant... if you die to an AC20 variant lobbing shells at you from 600 meters you deserve to die.
I WANT TO GO OUT IN A BLAZE OF GLORY....or mushroom cloud...
Cmon' SNOWBALL help me out here.
