Jump to content

FORUMS

Pocket Psycho

Member Since 24 Jul 2012
Offline Last Active Jan 15 2013 02:56 PM
-----

Posts I've Made

In Topic: One Of The Hero Dragon Should Have 2 Energy Hardpoints In Ct For Flamers

19 December 2012 - 03:18 PM

View PostJ4ckInthebox, on 19 December 2012 - 01:58 PM, said:

bump, THIS IS IMPORTANT :ph34r:

No it isn't

In Topic: Free Tonage = Speed

19 December 2012 - 02:34 PM

View PostChampion Hero, on 19 December 2012 - 01:11 PM, said:

Just throwing this out here (apologies if its been suggested before).

In all aspects of life, physics dictate that the lighter something is, the easier it is to move.
Its this reason that light mechs with the same size engine as a medium mech move faster. However, this almost appears to be a fixed calculation.

I'm no mathematician so cannot provide numbers, but if we take a car as an example, stripping out excess weight from a car, without modifying the engine etc, can and will generally result in better acceleration and top end speed. Handling is also improved.

Now, back to MW. I have the founders Hunchback. With the ES, FFA, and DHS upgrades, I now have around 5-6 tons free that I cannot do anything with due to a lack of hardpoints/criticals. My mech is now lighter than the maximum weight, yet its speed and acceleration remain exactly the same as a fully loaded, max weight mech. This makes absolutely no sense, and im pretty sure that MW3 and MW4 both automatically adjusted speed depending on load.

This change, if not already in the pipelines, should be implemented to allow mechs with free tonnage to take advantage slightly increased speeds, torso turn speeds and acceleration. Logically it makes complete sense, and would help make the physics of the mechs much more realistic.

With the car example, acceleration yes, top speed is generally limited either by aerodynamics, gear ratios, handling can be improved by removing weight, but depending on where the weight is removed from it can compromise the handling characteristics of the vehicle.

Leaving free tonnage in a 'Mech in MW3 or 4 had no effect on the speed, it's always been determined by engine size compared to 'Mechs max tonnage.

In Topic: Upgrading Machine Guns

19 December 2012 - 02:07 PM

View Postfocuspark, on 19 December 2012 - 10:55 AM, said:

Why would MG bullets bypass armor and not 90mm shells? Better to just buff the damage MGs do. They're already unique in that they're on demand streaming weapons.

Smaller caliber rounds often have better penetration due to focussing their energy onto a smaller point, of course other factors are velocity and mass, where larger calibers almost always have larger mass.

Regardless I agree the best option is to just boost their damage a bit. Even just to the point of doing the same damage per second as a small laser would be nice, they weigh more when you factor in ammo but that is offset by the on demand nature of their fire and the zero heat.

In Topic: How To Make Multiple Jump Jets Matter

11 December 2012 - 02:29 PM

View PostGalenit, on 11 December 2012 - 12:35 PM, said:

Until jumpjets are fixed, the easy way is to adjust their wight.
In the moment 1 jumpjet is enough, so let the 1 jj have the wight, heat and space of the orginal 4 jj in a mech.
Or to make it possible to use them in legs, let them be only 2 crits then the normal 4 they would take.

I'm not sure what JJ's you're looking at, my Jenner has 5 and they're only 1 crit each, and I can put them in my legs

In Topic: Ecm Overkill

05 December 2012 - 08:22 PM

View PostSyllogy, on 05 December 2012 - 08:49 AM, said:

Proof?

I can't really offer proof but I did have one match last night where my team had 5 Atlas DC's, 2 Raven 3L's (one was me) and a Yen Lo Wang, that was a pure PuG match.

View Postbookkeeper, on 05 December 2012 - 06:06 PM, said:

I was happily using the Commando 2D before ECM and will continue to do so because it's fun. Some of the ECM features are nice but I have to admit it's a bit much. It's nice to be able to move out into an open area or stumble into a Streak Cat without it being an instant death sentence but being able to cover the entire squad is over kill. In addition being able to switch back and forth between the two modes makes the Guardian too powerful. I'd say:
  • cut the bubble down significantly
  • either make the user select one mode for the battle and stick with it or have two different peices of equipment....and no you can't have both on one mech.....although that would be nice

I'd like to see ECM having 2 modes for disruption, one is for you alone that works pretty much the way it does now, and the other is an area effect to grant ECM protection to friendlies and yourself but not to the same degree, like the radar targetting range isn't decreased as much, they can still be targeted by LRMs but it takes longer for the lock to engage, and damage information can't be detected so you don't know where their armor is weak. That way you can either shield yourself really well so you can scout/harass, or can shield your team a bit when you're near them.