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List Of Ideas For The Upcoming Test Server


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#1 General Taskeen

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Posted 01 July 2013 - 09:07 AM

Various Balance or Overhaul Idea's that would require more than general 'tweaks' on the 'live' servers.



Machine Gun Overhaul
  • Changing the MG to a true ballistic, rather than a hit-scan weapon (a front-loaded damage shell with a faster cool down than AC/2, with no cone of fire)
A.
  • 0.3 Damage Per Shell (or more with adjustments)
  • 0.2 Cool Down
  • 400 Ammo Per Ton
  • 1.5 DPS
  • 120 Damage Per Ton
B.
  • 0.8 Damage Per Shell
  • 0.4 Cool Down
  • 200 Ammo Per Ton
  • 2 DPS
  • 160 Damage Per Ton
Flamer Overhaul
  • Similar to MG Overhaul, rather than an "always" on Flamer, but more of a fast burst of flame that does damage and heat transfer (keep current "heat cap" concept)
  • 2 Damage Per Flame "burst"
  • 1 Second Cool Down
  • 2.5 Heat Per Shot
  • + 5 Heat Transfer to Target and/or Percentage Decrease to Heatsink Effectiveness
  • Range 120m
(future flamers are more damaging, Heavy Flamers for instance that actually require ammo)



Ultra Autocannon/5 Overhaul
  • Current UAC Mechanic changed for purposes of not needing macro to avoid jams, improving UAC's as a unique weapon, reducing frustration, and laying the ground-work for better balancing of UAC/2, UAC/10, and UAC/20. The jist: Changing to a burst of shells, instead of full damage shells.
  • UAC/5 - Fast 4 Shell Burst
  • 1.5 Damage Per Shell (6 Damage Total)
  • 2x Better CD than AC/5 as is or better
  • 90 or 100 Ammo Per Ton (Increase Ammunition Per Ton to Compensate)
  • Important: Changing Jam to Skill-Based measure with "Overheat Barrel," the longer you fire it, the more likely it will jam by an indicator on the weapon bar. When the bar reached "red" critical, the weapon will automatically jam, that way you know when it will happen.
(With good aim, the quick succession of landing shells on target quickly builds more damage)



"Manufacturer" Type Autocannons or Autocannon Overhaul
  • Testing of Autocannons with various changes where some shoot in bursts or cassettes. Sort of similar to UAC overhaul, but they fire slower.
Various threads on this, example here for discussion;

How To Correctly Nerf Huge Alpha Builds

Change To Autocannons: Resolve High Damage Alphas In A Canon Way.



LB-X Cluster "Burst" Promixity Shell
  • Something that has long been suggested, but would require re-work of mechanics and testing with HSR
  • Cluster shell explodes in promixity of target (90m or other) that releases X amount of cluster munitions on target for bonus damage (1.2 or 1.5 per cluster shell)
Missile Ripple Fire
  • Aesthetic idea pulled from MW2/4/LL that can also be used for balance
  • Missiles 'ripple' fire in fast succession, one after the other
  • Weapons That Should Ripple Fire: LRMs, SRMs, and Other: ATMs, MML's, Etc.
  • 'SRM' Ripple Fire requires a little more aim rather than shooting missiles in "blobs"
  • 'LRM' Ripple Fire means AMS can potentionally shoot down more (AMS would need be balanced accordingly)
  • "Blob" missile mechanic should be switched to future Rocket Launchers and Medium Range Missiles
  • And most of all: Ripple Fire looks awesome
http://www.youtube.c...d&v=bonai7PXfUM

http://www.youtube.c...d&v=1azBuiFIymc



Pulse Laser Overhaul
  • I won't go into much detail, as there have been good idea's so far to make them fast firing lasers, with lower damage, that in a short time frame 'equates' to their "TT" damage
Pulse Laser Overhaul - Convert Them Into A Staple Brawling Weapon

Suggested Overhaul Of Pulse Lasers To Make Them More Interesting


NARC Overhaul
  • Increasing NARC Utility - Adding functionality of previous Mech Warrior games where NARC worked in conjunction with SRM's and LRM's, to increase it as a competitive and useful piece of equipment
  • An SRM gains limited/quasi-tracking abilities once a NARC beacon is attached to an enemy Mech
  • Give the NARC itself limited lock and beacon-firing 'track' function (NARC can lock to give the NARC missile itself a little more tracking to target)
  • An unguided (dumb-fired) LRM auto-seeks a NARC Beacon
  • ECM is still the counter when near a Beacon
  • Possible Balance Measure - Sustained PPC Fire shuts attached NARC off permanently
  • Remove "Narc damage removal after X damage"
  • Keep "NARC remains attached for 30 seconds" (or more)
Examples:

NARC - SRM Tracking
http://www.youtube.c...d&v=JYbzemn7zV4

http://www.youtube.c...d&v=DzyDYoJGimE


LRM - Dumbfire - NARC Auto-seek

http://www.youtube.c...d&v=4-VunXNlnLE (first example at 6:00)


Jump Jet Enhancement
  • Increased mobility and use
  • Directional Jump Jets
http://youtu.be/7z9oFwE9eEo


Other
Feel free to comment on any idea's or add your own and I may put them in this list.

Edited by General Taskeen, 08 July 2013 - 04:23 PM.


#2 Homeless Bill

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Posted 08 July 2013 - 04:39 PM

I support any and all total re-works going onto the public test server for a trial run. I really hope PGI doesn't use it exclusively to bug test **** everyone is going to get in another week (though that is admittedly an important function).

There are a lot of flat-out broken systems that could use a breath of fresh air. Please consider trying out some of these well thought-out alternatives.

#3 Zyllos

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Posted 08 July 2013 - 05:11 PM

Seems like some very solid ideas.

Not very keen on the Machine Gun change, but that can be played around with, hence the Test Server.

Edited by Zyllos, 08 July 2013 - 05:11 PM.


#4 AntharPrime

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Posted 08 July 2013 - 05:20 PM

Nah, 2000 rounds per ton is just fine with MGs. I haven't had the opportunity to test their effectiveness as I think I will wait until I get my Locust to try it out, unless I buy a Cataphract or Jagermech in the meantime.

It would be a nice place to test out different ammunition types for AC rounds.

#5 Belorion

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Posted 09 July 2013 - 05:45 AM

I am not sure you guys understand what the test server is for. It isn't a testbed for new ideas, its a test of changes slated for release on the live servers before they go live to uncover any bugs and needed tweaking prior to going live.

Edited by Belorion, 09 July 2013 - 05:46 AM.


#6 General Taskeen

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Posted 09 July 2013 - 06:15 AM

View PostBelorion, on 09 July 2013 - 05:45 AM, said:

I am not sure you guys understand what the test server is for. It isn't a testbed for new ideas, its a test of changes slated for release on the live servers before they go live to uncover any bugs and needed tweaking prior to going live.


Its also for testing new idea's and rehauls. As stated by the Devs.

Remember, the Devs are not willing to introduce total overhauls to the 'live' servers that could possibly affect many things, hence another reason why they want the other Test Server to introduce major changes. They only do minor variations as tweaks, to existing systems, to the live servers.

Edited by General Taskeen, 09 July 2013 - 06:18 AM.


#7 3Xtr3m3

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Posted 15 July 2013 - 03:31 PM

I certainly hope the AC changes are something that is on the Devs' "Would love to have in the game" board.

#8 SerEdvard

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Posted 15 July 2013 - 05:56 PM

How about adding this relatively simple convergence fix to your list?

http://mwomercs.com/...or-new-gameplay





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