MW3 Stuff Back, Like it or Not!
#1
Posted 31 October 2011 - 07:19 PM
Remember some of the stuff in MW3...like taking some ones mech's leg of and putting them down and they couldn't get back up...ya you remember
or ammo detonation if you hit them where it was stored
or the speed boost that pushed you mech to higher speeds but at the price of a steady rise in heat levels
are any of there things going to be in this game?
and if any one like or dislike please leave a comment
#2
Posted 31 October 2011 - 07:33 PM
That made a lot more sense to me than in MW2 where a mech could still be standing after losing a leg, and MW3 where you eject for no reason upon losing a leg.
Maybe they could expand upon MW1s thinking, and if your weapons were still online, and you just couldn't move, you could still fire in the direction you were facing on the ground.
Is there any canon references to mechs still fighting after getting legged?
Ammo detonation is common in this era of battletech. So that will have to be in game.
The speed boost that pushed your mech to higher speeds at the cost of higher heat was the MASC, which is beyond 3050s era technology. MW:O is set in 3050.
---Buck.
#3
Posted 01 June 2012 - 10:42 AM
#4
Posted 01 June 2012 - 10:55 AM
Ammo storage explosions are also a major part of lore, so I'd expect that to be in the game.
As mentioned, MASC is the speed boost at the cost of heat. As far as my research shows, it should exist in 3049?
#5
Posted 01 June 2012 - 11:56 AM
Gyro damage should be around and it should have effect on mechs mobility. Something like manual balance management with balance indicator that moves randomly if you got damaged gyro. How fast the balance point moves around and how much attention it needs from player should be proportional to how many hits gyro has taken, how fast mech is moving, how fast mech is turning and turning torso. For example if a mech with one gyro crit walks with 50% power with out turning torso or mech players should be able to stay up minimum 6 seconds without checking for balance, but if player starts to turn or accelerates time to potential tripping should become shorter.
#6
Posted 01 June 2012 - 12:09 PM
#7
Posted 01 June 2012 - 03:32 PM
#8
Posted 01 June 2012 - 05:29 PM
#9
Posted 01 June 2012 - 06:12 PM
If it did why not just mak all mechs have jumpjets.
Jumpjets should only provide mobility ie jumping to hard to reach areas and less for maneuvering and being hard to hit.
#10
Posted 02 June 2012 - 09:46 AM
Edited by Aleric, 02 June 2012 - 09:46 AM.
#11
Posted 03 June 2012 - 06:01 AM
I think a limping mech is fine (still a serious disadvantage). Sounds like Crits (and ammo) is in, dunno how they will handle the cascading damage to other slots/locations.
#12
Posted 03 June 2012 - 08:28 AM
#14
Posted 04 June 2012 - 06:35 AM
#15
Posted 05 June 2012 - 07:54 PM
BlackMoore, on 04 June 2012 - 06:35 AM, said:
If it costs players not just time but money to limit themselves to fit some arbitrary ideal... then what do you think?
#16
Posted 06 June 2012 - 11:54 AM
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