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Suggestion : Alpha Strike Issue Approach


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#1 smokefield

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Posted 22 April 2014 - 02:12 AM

There are a lot of people complaining about alpha beeing used as primary mode of fire - which is understandable...alpha should be used as last resort, in critical situations.

I suggest that we add a penalty when we use alpha.

Since alpha means firing all weapons mounted - that means it requires a lot of energy. This can be considered a huge spike in the load on the reactor so we can add some penalities like :

- mech cannot fire for 1-2...5 sec regardless of the weapon recharge time
-mech cannot move or can move at a reduced speed for 1-2...5 sec
-all electronic instruments will have a failure, lose the target, lose the info from seismic...lose the ecm protection....for 1-2...5 sec
-mech will enter in a situation similar with a shutdown without the need to go through all the powerup phase...will stay in that situation for 1-2 sec, will be targetable and will come directly in ready to fight mode when the spike passes

...any of these or a combo will add more immersion and reduce the usage of alpha as primary mode of choice.

#2 Stingray Productions

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Posted 22 April 2014 - 07:17 AM

i think ghost heat is sufficient enough to balance alpha strikes. Kind of a cool thing to think about though, having a penalty to your reactor and what not....like if you're moving and alpha strike, then your kph suddenly slows down for a sec or two.

#3 CDLord HHGD

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Posted 22 April 2014 - 08:55 AM

Change the Meta

#4 smokefield

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Posted 22 April 2014 - 09:00 AM

that topic is in general discussion area...probably here is more appropriate for suggestions to changes.

#5 CDLord HHGD

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Posted 22 April 2014 - 09:02 AM

View Postsmokefield, on 22 April 2014 - 09:00 AM, said:

that topic is in general discussion area...probably here is more appropriate for suggestions to changes.

Yeah, somehow it got shuffled in the forum mash-up (return of GenDis).... Just offering up ideas that haven't been met with overwhelming vitriol (though vitriol still abounds).

#6 Bobzilla

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Posted 22 April 2014 - 10:35 AM

View Postsmokefield, on 22 April 2014 - 02:12 AM, said:

There are a lot of people complaining about alpha beeing used as primary mode of fire - which is understandable...alpha should be used as last resort, in critical situations.

I suggest that we add a penalty when we use alpha.

Since alpha means firing all weapons mounted - that means it requires a lot of energy. This can be considered a huge spike in the load on the reactor so we can add some penalities like :

- mech cannot fire for 1-2...5 sec regardless of the weapon recharge time
-mech cannot move or can move at a reduced speed for 1-2...5 sec
-all electronic instruments will have a failure, lose the target, lose the info from seismic...lose the ecm protection....for 1-2...5 sec
-mech will enter in a situation similar with a shutdown without the need to go through all the powerup phase...will stay in that situation for 1-2 sec, will be targetable and will come directly in ready to fight mode when the spike passes

...any of these or a combo will add more immersion and reduce the usage of alpha as primary mode of choice.


Other than the electronic penalty.
This would make alpha brawling = death (lets help it, not hurt it), it would make alpha'ing at range somewhat more dangerous, it wouldn't do anything to poptart alpha'ing.

I like the idea of 'spiking' having a drawback tho, if only there were heat penalties in the game that could be multiplyed by spikes that wasn't just more heat like GH.





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