Land Mine Consumable Module
#1
Posted 26 March 2016 - 12:39 PM
#2
Posted 26 March 2016 - 05:38 PM
#3
Posted 26 March 2016 - 06:02 PM
I was thinking you could install them in the legs, one each, and it would pant them in the ground, wita tiny thing sticking up, if \it was shot, or stepped on, BOOM!
making it a consumable would be great, means you only get 1.
"everyone, come t the tunnel and plant a mine... "
then go about your business.
or
"everyone, head to base, and plant a mine..."
boom
then shoot them in the legs to kill them.
should almost have to install something in the leg to plant it though.
"Mine Planting Device Required in Leg"
you COULD have it appear on the friendly radar.
and they would hurt ANYONE standing on them.
Edited by MasterW3, 26 March 2016 - 06:03 PM.
#4
Posted 28 March 2016 - 01:26 AM
Those leg mounted mines are called A-pods or B-pods which were anti infantry mines designed to stop infantry from attacking the legs of a mech, which since we don't have infantry are worthless in this game.
Edited by KursedVixen, 28 March 2016 - 01:27 AM.
#5
Posted 28 March 2016 - 02:36 AM
#6
Posted 28 March 2016 - 12:34 PM
Exilyth, on 26 March 2016 - 05:38 PM, said:
The idea is to make mircomines one-shot-used, not to make rain of mines
#7
Posted 29 March 2016 - 01:26 AM
give the launcher 25% of the normal rounds that a Standard LRM would have, double or triple the cost of the ammunition and doesn't need a lock to use it and have it predetermined range for the missiles to explode and rain the mines over the field.
though friend and foe are at danger of being damaged.
though some would want it to be a consumable it would be a little off balance since it weights nothing and though kind of expensive it still takes no crits and no weight.
#8
Posted 29 March 2016 - 03:40 AM
#9
Posted 29 March 2016 - 04:58 AM
Still would have to be balanced like detectable with Active probes (which btw contained a Seismic sensor) Along with that how come most of the abilities in the BAP and CAP are in Free weightless modules? that makes the BAp almost worthless. actually they are almost worthless only needed on streak and LRm boats. still should be IS only equipment though.
http://www.sarna.net...le_Active_Probe
BAP,CAP contains the abilities of 2 modules 350 radar retention and Adv. Seismic sensors, along with other sensors like Inferred and such. you can add a BAP but it only provides Less than Half of these functions. it is otherwise useless because the modules are free essentially making the BAP/CAP worthless on anything but missile boats, carrying SSRMs or LRMs.
Why do we have to grind for modules with abilities that the BAP/CAP should have had in the beginning?
Edited by KursedVixen, 29 March 2016 - 05:10 AM.
#10
Posted 29 March 2016 - 05:43 AM
KursedVixen, on 29 March 2016 - 04:58 AM, said:
Still would have to be balanced like detectable with Active probes (which btw contained a Seismic sensor) Along with that how come most of the abilities in the BAP and CAP are in Free weightless modules? that makes the BAp almost worthless. actually they are almost worthless only needed on streak and LRm boats. still should be IS only equipment though.
http://www.sarna.net...le_Active_Probe
BAP,CAP contains the abilities of 2 modules 350 radar retention and Adv. Seismic sensors, along with other sensors like Inferred and such. you can add a BAP but it only provides Less than Half of these functions. it is otherwise useless because the modules are free essentially making the BAP/CAP worthless on anything but missile boats, carrying SSRMs or LRMs.
Why do we have to grind for modules with abilities that the BAP/CAP should have had in the beginning?
exactly, many things were simplified, now they should be revisited, modules scrapped and rethought
#11
Posted 29 March 2016 - 10:22 AM
anyways back on topic, I agree TAG was used wrong and they need to revisit everything but you know with their track record and they will ether make them over powered or under powered.
#12
Posted 29 March 2016 - 10:40 AM
#14
Posted 29 March 2016 - 12:57 PM
They would be much more tactical to play this way, and maybe allow a lighter mech to retreat when being chased.
#16
Posted 30 March 2016 - 08:22 AM
Here is my consumable wish list:
- smoke/chaff rounds - for cover, for blinding the enemy
- airbursts - increased chance of damage on upper half of mech
- mines/cluster bombs - increased chance of damage on lower have of mech, area denial
- sticky incendiaries - massive heat induced on enemy
Edited by Mystere, 30 March 2016 - 08:41 AM.
#17
Posted 30 March 2016 - 12:46 PM
Vlad Striker, on 29 March 2016 - 10:48 AM, said:
yes i want to remove consumables in their current form (both because of being too strong and a p2w aspect)
they can exist if they require certain tonnage, space, match resources and time to get coordinates to use, but i would not add them into game until all other systems are balanced (weapons, existing equipment, mechs, gamemodes)
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