Rhavin, on 30 April 2012 - 06:17 PM, said:
I am pretty sure that the devs have said that lasers will do DoT for the duration of the laser's "Burn". If I had more time I would find it in the dev blog somewhere. As I said I am pretty sure I saw this posted. Would make sense though as a laser uses heat to do damage, there would be no impact till it burned into something that was capable of explodeing. Ballistic weapons use impact to cause damage. Much of this game will depend on pilot skill me thinks and me hopes!
Yeah, the Dev's mentioned Lasers being damage over time as one of the ways to limit how OP Alpha striking one location for tons of damage would be. You can kinda tell how they work if you watch the videos of game play they stay on for a few seconds and often have their damage get dragged across the mech from one side to the other. In one Video a pilot takes a clear shot into the center of a foe and while the lasers are still on an ally cuts though them, getting their back burned by half of them in the process. I really do expect lasers are going to do a lot more spread out damage unless you can hold them perfectly in one spot (especially on smaller faster mechs.) It's going to make for some strange dymanics, like shots where you lead the target too much, miss a little but they still walk through them to take part of the damage, and being more useful against larger slower mechs than against fast little zippy ones that you can't hold it on the same section for a few seconds. Being hit with a ballistic after you've already fired your lasers may through off the latter part of the shot mitigating some damage.
Honestly I'm hoping we don't have much in the way of maintenance, ammo or repair costs. Their should be repair costs... but it starts to get tricky, if they are two high, players could literally start to get stuck in a loop where they have to field broken mechs, You could get caught in a bad streak of games and suddenly not have the C-bills to repair and have no choice but to play your next match with a busted one. Fighting in a unrepaired mech is sure to be an uphill battled, especially if you just lost a match in it while it was in fine condition. If you don't make more from the mission than it costs to repair, then you have to do it over again. It becomes a negative cycle where certain players will get trapped and frustrated that they are constantly just trying to keep up with repairs and can't get anything new, and so fall further and further behind until they give up. That's a bad system. Hopefully the Devs have figured this out, and repair costs wont overshoot how much you make for playing a match, only reduce the profit you come away with.
By the very nature of this being pvp and thus competitive system, at least half the playerbase has to lose a match for the other half to win at all. The average player getting balanced matches should win only about 50% of them. We all like to think were awsome and going to win most the time, but the truth of the matter is that atleast half of us are going to eject in over half of our matches. It's either that or expect to see a lot of withdrawing and surrendering to avoid taking too much damage. It needs to not be more profitable for a losing player to simply give up and walk off the field of combat or they will do so, just the way we've seen in any number of other point earning FPS.
and Maintenance costs could be a major problem. Lets say I can't play for a month for some reason, I log out. and some real life situation prevents me from playing for a prolonged period of time... when I log back in, should I be penalized in not only do I have to relearn my loyalty points... but all my mechs broke themselves or ate up all my c-bills and now I'm broke while I was offline? What about players who are casual or lose interest for a while but decide to come back to the game... it's going to make them much less interested in coming back if when they get online again all their stuff is messed up.
I know this may rub some people the wrong way, but repair costs need to be set somewhere relative to how much you make in a match so that you can roll out in an Atlas, unload all of you ammo, get completely blown up, lose the match, and still make a few c-bills profit when your done. Now mind you, you have to have done some work and damage for this to be the case, if you just afk and leave your Atlas (or even your commando) to be blown up, completely abandoning your teammates to fight the match without you... then yeah it ought to cost you more to field that mech than it did to fix it. But as long as your trying... even if you suuuuuuuck, the player should be rewarded for playing rather than penalized.