

Suggesting Some New Systems For Pgi To Implement.
#1
Posted 08 March 2013 - 07:51 PM
-1.5ton 2 Crit space equipment that reduces the speed of any projectile (fired from outside 270 meters) so much that it does little or no damage. The MFC could be disabled for 4 seconds by hitting the mech with a PPC to overload the calibrator, or training an Energy Drain beam on the mech. (Same style as TAG) Two MFCs within 180 meters of each other would overload each others' systems and cancel out the field.
Available on the Jenner D, Spider V, Catapult A1, and Atlas D.
Dense Fog Generator: DFG
-1.5ton 2 Crit Space equipment that envelopes the mech in Fog so that lasers have to be on target for .5 seconds in order to burn through it an do damage (with the remainder of the beam.) PPC charges would disperse in the fog in the form of lightning that would do 3-5 damage to the mech. This fog could be dissipated by a mech using Jump jets near it, using flamers on it, or by hitting it with missiles to disperse the cloud.
Available on the Hunchback 4G, Dragon 1N, Awesome 8Q, and Stalker 5M.
Thoughts?
#2
Posted 08 March 2013 - 07:53 PM
Ohhhhhhhh...

#3
Posted 08 March 2013 - 07:55 PM
Edited by Sears, 08 March 2013 - 08:02 PM.
#4
Posted 08 March 2013 - 08:04 PM
People are totally cool with a weapon class being (effectively) eliminated.. as long as it isn't theirs.
#5
Posted 08 March 2013 - 08:09 PM
#6
Posted 08 March 2013 - 08:13 PM

just had to

#7
Posted 08 March 2013 - 08:19 PM
#8
Posted 08 March 2013 - 08:23 PM
ovie, on 08 March 2013 - 08:09 PM, said:
Funny.. neither are "modules."
Waiting for a good reason not to implement these.
KnowBuddy, on 08 March 2013 - 08:19 PM, said:
----->
o
#9
Posted 08 March 2013 - 08:26 PM
Nothing to see here folks.
#10
Posted 08 March 2013 - 08:27 PM
hammerreborn, on 08 March 2013 - 08:26 PM, said:
Nothing to see here folks.
And they have yet to be proven unfit to place in the game... wanna take a crack at it?
(One might also call the MWO 'ECM' "Troll equipment")
(editing for some grammar)
Edited by Livewyr, 08 March 2013 - 08:30 PM.
#11
Posted 08 March 2013 - 08:32 PM
#12
Posted 08 March 2013 - 08:35 PM
ZnSeventeen, on 08 March 2013 - 08:32 PM, said:
(Thank you)
And I did think about the HE effect of AC rounds.. and then I thought about that they would have to pierce at least a little bit of armor to leave more than a scorch mark. (kinda like HE rounds on a Tank, they don't do much if they can't touch the armor.. they're not based entirely on explosive damage like missiles are.)
#14
Posted 08 March 2013 - 08:48 PM
The issue I have with ECM is that it highlights the problems with those weapons, such as the inability to dumb fire streaks.
I suppose one argument against your suggestions is that they're not in the lore. PGI saw that they had to put ECM in and interpreted the rules for their game, which have since been argued for and against.
Livewyr, on 08 March 2013 - 08:23 PM, said:
Funny.. neither are "modules."
Waiting for a good reason not to implement these.
----->
o
Modules in theory are supposed to represent the pilots skill level at mastering certain equipment or roles.
#15
Posted 08 March 2013 - 09:15 PM
Sears, on 08 March 2013 - 08:48 PM, said:
The issue I have with ECM is that it highlights the problems with those weapons, such as the inability to dumb fire streaks.
I suppose one argument against your suggestions is that they're not in the lore. PGI saw that they had to put ECM in and interpreted the rules for their game, which have since been argued for and against.
Modules in theory are supposed to represent the pilots skill level at mastering certain equipment or roles.
(I appreciate that you aren't just trying to spite me- but I disagree with the (one) problem you attribute to MWO ECM... there are many more.)
------------------------------------------
(continuing analogy for purposes of thread)
I can't buy that argument for modules either for two reasons:
1: I might buy "pilot skill" adjusting how quickly info is gathered or even "capping a base" since that is meta anyways.. but sensor range?
2: Consumables: Air Strike, Arty Strike, Coolant flush
Edited by Livewyr, 08 March 2013 - 09:19 PM.
#16
Posted 08 March 2013 - 09:21 PM
Inconspicuous, on 08 March 2013 - 07:53 PM, said:
Ohhhhhhhh...

I see what you did there...
Except that these aren't quite as unbalanced as ECM...
Missiles disperse the fog, and MFC's can't get close to one another, and still don't work within 270 meters (It would make gauss obsolete without PPC backup, though.)
Pretty sad when ECM is so OP that it beats out magic fog and forcefield generators.
Edited by Inappropriate1191, 08 March 2013 - 09:22 PM.
#17
Posted 08 March 2013 - 09:23 PM
Livewyr, on 08 March 2013 - 09:15 PM, said:
I can't buy that argument for modules either for two reasons:
1: I might buy "pilot skill" adjusting how quickly info is gathered or even "capping a base" since that is meta anyways.. but sensor range?
2: Consumables: Air Strike, Arty Strike, Coolant flush
With the sensor range I always thought it was the fact your pilot had tweaked it or was a pro at that role of warfare, essentially is the RP element I guess. Something along the lines of you and your engineer have fiddled with it. Hopefully as more pilot skills come out you have pilots moving their mechs to more specific roles. It should have more depth the more skills they release.
For number 2 I would say that those are not equipment but abilities, though saying that coolant flush could be considered a grey area. I think it makes more sense for a consumable ability to take a module slot than it does to take a crit space.
Edited by Sears, 08 March 2013 - 09:24 PM.
#18
Posted 08 March 2013 - 09:44 PM
#19
Posted 09 March 2013 - 01:05 AM
#20
Posted 09 March 2013 - 07:48 AM
This thread is now about parrots.
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