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Can We Just Double Armor And Hp Again Already?


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#1 Sable

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Posted 19 September 2014 - 08:05 PM

Title says it all. The spike damage nonsense wouldn't be such a problem if it took a whole lot more effort to bring down a mech. Heat management skills would be more valuable since you wouldn't be able to alpha all day long. Maybe it's just tonight but MWO is not fun right now.

#2 FupDup

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Posted 19 September 2014 - 08:07 PM

Spike damage would probably still be the most efficient way to down a mech, it would just take a lot more of it.


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 XxXAbsolutZeroXxX

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Posted 19 September 2014 - 08:17 PM

The 12 vs 12 format makes it extremely easy to focus fire.

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 Thunder Lips Express

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Posted 19 September 2014 - 08:24 PM

i miss 8v8 but i enjoy 12v12. i would like it to be random drops where some maps are 4v4 some 8v8 and some 12v12. might even be cool for cw to allow 4v4 for smaller merc corps that want to be able to play as well

#5 pulupulu

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Posted 19 September 2014 - 08:39 PM

I hope you like energy weapons, because ammunition is going to be a *****.

#6 TercieI

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Posted 19 September 2014 - 08:47 PM

View Postpulupulu, on 19 September 2014 - 08:39 PM, said:

I hope you like energy weapons, because ammunition is going to be a *****.


Double ammo/ton, too. Easy.

#7 kesuga7

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Posted 19 September 2014 - 09:30 PM

yes plz

make MECHS take longer to kill

though would it benefit heavier mechs more?

Edited by kesuga7, 19 September 2014 - 09:31 PM.


#8 Pika

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Posted 19 September 2014 - 09:33 PM

I don't see how this would alter spike damage. It would just extend the fight. The pinpoint alpha build would still win (Assuming a fight in a vacum, which never happens but roll with it.) it would just take a few more volleys.

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 Kaspirikay

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Posted 19 September 2014 - 09:49 PM

Maybe we should get smaller battle modes. Like 2v2 or 3v3s.

#10 Mystere

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Posted 19 September 2014 - 09:51 PM

View PostTerciel1976, on 19 September 2014 - 08:47 PM, said:

Double ammo/ton, too. Easy.


No. People are loading too much ammo like there is no tomorrow. By not increasing ammo, people will have to shoot better and/or use less ammo-based weapons.

#11 Reitrix

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Posted 19 September 2014 - 10:09 PM

View PostI Zeratul I, on 19 September 2014 - 08:17 PM, said:

The 12 vs 12 format makes it extremely easy to focus fire.

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 Russ Bullock

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Posted 19 September 2014 - 10:11 PM

It is a scenario that could be likely. However we are getting close to releasing the full IS Quirk pass and it will put some more armor and Internals on mechs in the right places so I need to see how that plays first. I am hoping we can accomplish it this way instead of a blanket increase.

#13 n r g

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Posted 19 September 2014 - 10:12 PM

View PostSable, on 19 September 2014 - 08:05 PM, said:

Title says it all. The spike damage nonsense wouldn't be such a problem if it took a whole lot more effort to bring down a mech. Heat management skills would be more valuable since you wouldn't be able to alpha all day long. Maybe it's just tonight but MWO is not fun right now.


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 Sarlic

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Posted 19 September 2014 - 10:13 PM

View PostRuss Bullock, on 19 September 2014 - 10:11 PM, said:

It is a scenario that could be likely. However we are getting close to releasing the full IS Quirk pass and it will put some more armor and Internals on mechs in the right places so I need to see how that plays first. I am hoping we can accomplish it this way instead of a blanket increase.


Thanks Russ.
Please dont forget that toggle option in the Atlas cockpit.

Edited by Sarlic, 19 September 2014 - 10:14 PM.


#15 Reitrix

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Posted 19 September 2014 - 10:25 PM

View PostSarlic, on 19 September 2014 - 10:13 PM, said:

Thanks Russ.
Please dont forget that toggle option in the Atlas cockpit.


Personally i want the eyes to light up whenever the Atlas achieves a lock >_>

#16 Nothing Whatsoever

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Posted 19 September 2014 - 10:25 PM

View PostRuss Bullock, on 19 September 2014 - 10:11 PM, said:

It is a scenario that could be likely. However we are getting close to releasing the full IS Quirk pass and it will put some more armor and Internals on mechs in the right places so I need to see how that plays first. I am hoping we can accomplish it this way instead of a blanket increase.


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 Sarlic

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Posted 19 September 2014 - 10:27 PM

View PostReitrix, 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.


#18 Reitrix

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Posted 19 September 2014 - 10:29 PM

View PostSarlic, on 19 September 2014 - 10:27 PM, said:

That's not a bad idea either...! But much harder to code i think?


Not really. Its essentially the same thing as a toggle, but bound to R.

#19 Dark DeLaurel

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Posted 19 September 2014 - 10:29 PM

View PostSarlic, on 19 September 2014 - 10:13 PM, said:

Thanks Russ.
Please dont forget that toggle option in the Atlas cockpit.


It sure would be nice to have my eye glow again on demand in my Founders Atlas.

#20 Sarlic

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Posted 19 September 2014 - 10:34 PM

View PostReitrix, on 19 September 2014 - 10:29 PM, said:


Not really. Its essentially the same thing as a toggle, but bound to R.


Some people dont want te glowing.

Your idea plus a toggle? Pass it on.





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