Can We Just Double Armor And Hp Again Already?
#1
Posted 19 September 2014 - 08:05 PM
#2
Posted 19 September 2014 - 08:07 PM
If we must increase armor/internals, I would prefer that standard internal structure increased internal HP and that FF armor gave some damage resistance. Those two upgrades are underutilized at the moment (excluding Clan FF, which can be mixed with Endo on certain chassis...). Maybe even have STD engines give some internal HP to the CT, but that might be a stretch.
#3
Posted 19 September 2014 - 08:17 PM
If 12 mechs are shooting at you, life expectancy is short no matter how much armor you have.
It would different in a 4 vs 4 or 8 vs 8 format.
Or if mechs were more spread out.
#4
Posted 19 September 2014 - 08:24 PM
#5
Posted 19 September 2014 - 08:39 PM
#7
Posted 19 September 2014 - 09:30 PM
make MECHS take longer to kill
though would it benefit heavier mechs more?
Edited by kesuga7, 19 September 2014 - 09:31 PM.
#8
Posted 19 September 2014 - 09:33 PM
As much as it pains me to say it, perhaps remove the charge time and introduce a CoF mechanic on Gauss and the like?
#9
Posted 19 September 2014 - 09:49 PM
#11
Posted 19 September 2014 - 10:09 PM
I Zeratul I, on 19 September 2014 - 08:17 PM, said:
If 12 mechs are shooting at you, life expectancy is short no matter how much armor you have.
It would different in a 4 vs 4 or 8 vs 8 format.
Or if mechs were more spread out.
On our current maps it wont matter how far apart we start if the accepted strategy for both teams is collapse in upon themselves before moving towards the enemy.
I think we need maps larger than Alpine for 12 v 12s.
Forest Colony = 4 v4
Frozen City = 4 v 4
Caustic Valley = 4 v 4
River City = 4 v 4
Forest Colony Snow = 4 v 4
Frozen City Night = 4 v 4
River City Night = 4 v 4
Alpine Peaks = 8 v 8
Tourmaline Desert 8 v 8
Canyon Network = 8 v 8
Terra Therma = 8 v 8
Crimson Strait = 4 v 4
HPG Manifold = 12 v 12 ( But with changes to the map floor that makes deathballing harder to accomplish, such as adding walls between Lance spawns that funnel Lances into Lance vs Lance combat)
Have the MatchMaker select a Map first, then populate that map with the correct number of Lances then fire off the match.
This would have a side effect of lowering queue times in general, since if the Heavy Queue gets too high, it just starts more matches on smaller maps with such setups as 1M, 2H, 1A, 1L.
#12
Posted 19 September 2014 - 10:11 PM
#13
Posted 19 September 2014 - 10:12 PM
Sable, on 19 September 2014 - 08:05 PM, said:
No, mechs have too much armor as it is and you can't alpha "all day long", the heat is too high in this game.
Please don't listen to scrubs like this.
#14
Posted 19 September 2014 - 10:13 PM
Russ Bullock, on 19 September 2014 - 10:11 PM, said:
Thanks Russ.
Please dont forget that toggle option in the Atlas cockpit.
Edited by Sarlic, 19 September 2014 - 10:14 PM.
#16
Posted 19 September 2014 - 10:25 PM
Russ Bullock, on 19 September 2014 - 10:11 PM, said:
Sure it's on the table, but I hope that heat capacity, and then heat dissipation get a look at first; before considering a blanket increase to armor values.
And I'm looking forward to seeing these upcoming mech quirks.
#17
Posted 19 September 2014 - 10:27 PM
Reitrix, on 19 September 2014 - 10:25 PM, said:
Personally i want the eyes to light up whenever the Atlas achieves a lock >_>
That's not a bad idea either...! But much harder to code i think? But should be still a toggle. I dont want to been seen at 1000 meters away because they just follow a lock light.
Edited by Sarlic, 19 September 2014 - 10:29 PM.
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