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Design Quirk Ideas For Awesome


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#1 General Taskeen

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Posted 03 September 2013 - 11:15 AM

Since the PPC received more heat and no damage below 90m this patch, here are some simple idea's to make PPC's worth it on an Awesome.
  • Any PPC mounted can do full damage below 90m when mounted on an Awesome Mech (and possibly future cannon Mech that mounts PPC).
  • No Ghost Heat when using PPC's on an Awesome
Other?
  • Lower Heat (per shot) for PPC/ER PPC's mounted on Awesomes.
Other cannon quirks:

http://www.sarna.net/wiki/Design_Quirk


At least this way, with some design quirks for the Awesome, it might make its "intended" role a little more powerful, and less frustrating, until the scaling or hitboxes are also adjusted at some point in time.

#2 Tezcatli

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Posted 03 September 2013 - 03:07 PM

I don't know about full damage. Half damage would be nice. Since it wasn't meant to be a close in brawling weapon.

I do agree the Awesome should get some kind of quirk aimed toward the use of PPCs.

#3 tigerija

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Posted 10 September 2013 - 02:08 PM

I like brawling with Awesome :) .

I think each mech variant in general should get some perks for weapons he can use.

8Q is obviously energy based mech, so it should have some benefits of using energy weapons other mechs dont.

#4 TheMadTypist

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Posted 10 September 2013 - 02:47 PM

I've been thinking about a few since playing with my -8Q again.

option 1- "overrun bonus"- AWS still slows down at the same climb angle as others in its size class, but only loses speed due to the angle at 1/3 the rate. bumps become less annoying and you might actually be able to climb up somewhere to use those big long ranged guns.

option 2- "improved heatsink sheathing"- AWS suffers only half the current environmental penalty to heat capacity from warmer maps. Fear calderas no more!

option 3- "improved reactor shielding"- AWS does not generate heat from moving for 3 seconds after starting from a standstill, and suffers only half the maximum heat-from-movement penalty. Scraping those extra percentage points of heat to keep moving and fighting.

One or two of these could be helpful, but only have a minor impact on how the 'mech actually plays.

#5 Scav3ng3r

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Posted 10 September 2013 - 03:01 PM

I don't know if I agree with you about what the quirks should be or not, but I definitely agree that the Awesome quirks should be centered around PPC's.

Max damage at min range? No. A scaling back of damage from the maximum minimum range to point blank range, similar to the scaling of damage from weapon range to max range, I could dig it.

No Ghost heat? No, I disagree whole heatedly on that. I like Ghost heat for the most part, on the weapons that SHOULD have it, and PPC's SHOULD have it.

However, lower heat per PPC shot? Yeah, I can dig that. I don't want to support alpha striking, but for staggered fire, I could dig the Awesome getting a decent heat discount for PPC's.
The main issue is weapon systems in this game are awesome until people start taking advantage of their awesomeness and boat them, then they get nerfed, a la LRM, Gauss, PPC, SRM, Streaks, Flamers, and anything else in the future. Carrying 1 or 2 their fine, but when you boat them, they turn into the terrors of MWO.

However, I know certain mechs were built to boat these builds, where mechs that weren't built that way and boat should be punished for it, the mechs that WERE built to boat them should excel at boating them over variants that weren't, like the Hunchie 4SP, and the Awesome 8Q, and 9M.

I think doing something like this would balance the game out more than hurting everyone with a global nerf. Sure, that would make the Awesome 8Q, and 9M awesome PPC boats, but no other mech that was not built to boat them can be as efficent with the weapons as those 2 mechs are.

Anyway, I could go on and on about it but I think you get my point, and my 2 cents.

#6 Hans Von Lohman

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Posted 10 September 2013 - 04:54 PM

I agree, this is a great idea. It might make me get an Awesome CT problem worth it.

#7 Gorgo7

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Posted 05 October 2013 - 09:06 PM

All interesting ideas!
However, I believe that bending rules for individual mechs would be counter-productive.
Instead I think that Heat-sinks should be more efficient when installed as extra.

Currently the doubles are good for 1.4...not 2.
I squeeze 20 double Heat-sinks into my 9M for a 64 capacity. And 22 into my 8Q for a 66.8 capacity.
Both I am ashamed to say carry lasers and no PPC's.
At any rate, truly doubling them would give these builds capacity's of 70 and 74. Not much difference.
Dissipation however climbs through the roof!
4.0 per second instead of 3.4 for the 9M and 4.4 instead of 3.68 per second for the 8Q.
This would go a long way towards evening the playing field without messing with the current ghost heat.

Everyone stays happy!

Heat-sinks are to Energy boats what ammo is to Dakka builds.

Gorgo7

#8 GalaxyBluestar

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Posted 05 October 2013 - 09:13 PM

if the pilot trees were worked towards mech rolefare and had such quirks all stated for each varient for each chassis then perhaps such quirks could be chosen and eraned. just being implemented outright is simply an admission that PGI's balancing is terrible {ghost heat is kinda an admission of that anyways} so i'd only start considering things like this if we had real "quirk trees" for each one of our mechs.

ball's in your court pgi.

Posted Image

#9 Kaox Veed

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Posted 05 October 2013 - 09:22 PM

I found the only Awesome builds I enjoyed were PPC ones, but once ghost heat went in I haven't touched them because I can't fire the damn things with any reliability.

#10 Gozer

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Posted 06 October 2013 - 12:33 AM

I find it sad that I squeeze 22 bloody Double heat sinks into my 8Q and I don't even have a PPC (1LG Pulse, 2 LG, 2 MD Pulse). I use to run a strait 3 PPC build once upon a time but even chain firing PGI doesn't seem to want the Awesome to be well AWESOME.

I'm all for special chassis love. Tie it into the chassis pilot tree why not that's what they're for after all right?

#11 NRP

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Posted 06 October 2013 - 08:10 AM

These are all good ideas, but I would suggest people not focus solely on the PPC. Rather, I'd like to see AWS-specific tweaks for all energy weapons. AWS are, after all, energy weapon platforms.

#12 General Taskeen

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Posted 06 October 2013 - 08:24 AM

Somehow I doubt PGI will actually do this, but hey it was worth a shot.

The best idea of course is to remove Ghost Heat :-D

#13 Khanahar

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Posted 06 October 2013 - 06:34 PM

The quirk for AWS should be PPC max alpha raised to 3. Simple, clean, canon, and avoids ridiculous 4PPC builds.

#14 General Taskeen

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Posted 06 October 2013 - 06:37 PM

View PostKhanahar, on 06 October 2013 - 06:34 PM, said:

The quirk for AWS should be PPC max alpha raised to 3. Simple, clean, canon, and avoids ridiculous 4PPC builds.


http://bte.battletec...te/pdf/4963.pdf

:-D 4PPC AWS says hi!

Edited by General Taskeen, 06 October 2013 - 06:38 PM.


#15 Khanahar

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Posted 06 October 2013 - 07:14 PM

View PostGeneral Taskeen, on 06 October 2013 - 06:37 PM, said:



Pray God that thing never sees the light of day in MWO... 4PPC and ECM? Damn...

#16 Butane9000

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Posted 06 October 2013 - 07:31 PM


Combat Computer




Units equipped with advanced computers that can effectively manage heat levels more efficiently than standard computers can be given the Combat Computer Quirk; the presence of the Quirk indicates in game terms that the heat generated by the unit each turn is reduced.[7]

Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[1]

#17 Blue Hymn

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Posted 07 October 2013 - 12:42 AM

View PostKhanahar, on 06 October 2013 - 07:14 PM, said:


Pray God that thing never sees the light of day in MWO... 4PPC and ECM? Damn...


Fortunately (or Unfortunately, from our perspectives), the model seems to be from 3057, which isn't in the MWO timeline for another seven years.

I'll give my vote for this thread, but one can only hope that they'll address the issue with the Awesome soon. Been getting awfully lonely in the matches these days without seeing another Awesome pilot.

#18 Jonathan Paine

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Posted 16 November 2013 - 01:13 PM

Problems for the Awesome:
1. Huge, huge mech, much too big for an 80 tonner
2. Horrible, horrible CT+RT&LT hit locations, arguably easiest mech in the game to hit specific torso locations
3. Limited hardpoints for energy builds - why do a PPC mount give you the same amount of hardpoints as a small laser?
4. Low weapon mounts for energy RT/LT torso as well as arm mounts
5. Horrific convergence!

What the Awesome really needs is being redesigned and shrunk, with increased hard points and weapon mounts higher up on the mech and closer together for the RT/LT mounts.

Barring that miracle, here are some suggestions that wont require a new'ish mech design:
1. Can use 1 additional energy weapon with no ghost heat
2. Huge surface area increases heat dissipation by 5%
3. Huge surface area increases heat capacity by 5%

In the meantime I'll just run my battlemasters, who compared to the awesome has a better size profile, better hardpoints, better convergence as well as weapon RT/LT hardpoints that are eye level!

#19 Hans Von Lohman

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Posted 16 November 2013 - 02:14 PM

These complaints about the Awesome hit locations may be a bit out of date. They're changing the Awesome, Orion, Atlas, and Spider next patch.

Wait and see, but this thread is pretty much on hold until we see what changes happen.

#20 NRP

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Posted 16 November 2013 - 03:53 PM

The AWS is a walking frying pan. If it is the stay as large as it is, then the chassis itself should have some innate heat dissipation advantages. It could also use an engine cap increase, say to 325. That would let the 8 series variants run at about 70 kph.





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