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My Base, I Want To Build It+Additional Suggestion


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#1 D A T A

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Posted 30 July 2013 - 03:45 AM

I will put this suggestion in the next ask the devs till it will be answered, nex one is ask the devs 44, if you liket what you read here, pls vote, so we have an answer.
7 ideas, the number 3 and 6 are the most beautiful BUT DIFFICULT TO REALIZE.
In this post i would like to offer some ideas in order to improve the game. If you alredy thought about what i am going to say, than sorry for having wasted your time.
1)About underused mechs.
2)Map
3)Game mode
4)heat penality adjustments
5)airstrike and coolant shot


6)personal bases and strategic attacks with command consoles and bots (more an utopia than a suggestion, i know it would be far too difficult to script such a thing)


7)xl engine

I) It is normal than when you create new mechs, some mechs can become too weak to be used: normal, but still a problem. The solution is simple: think to a plate of a car:
if there were only 4 numbers and you end all combinations, you add a fifth number and you have far more possibilities. I planned the idea really carefully only on the awesome and the hunkback.
Actually, no reasons to use awesome if you have a stalker 5m and no reasons to use hunk if you have the BJ-1, and you know why. Since the awesome is the classic ppc mech in all mechwarrior games, i suggest
to remove ppc heat penality (and not er ppc penality) only for the awesome, so people could use it with 4 or 5 ppcs. As for the hunkback, any reasons to use him if you can use on a BJ 3 mdlas+ac 20+j jets at 86 speed? or 4 mdlas + gauss or 2 ppc + 2 mdlas + 2 machine? Actually not.
the problem comes from the fact that the hunk can not mount the xl engine, because it's right torso is too big, and, mounting xl he would need to use gauss, gauss +xl on a big big shoulder =walking bomb.
You can solve this problem in 3 ways: introduce the rack as in MW4, the hunk would have a gun rack separated from the right torso, so no engine in it, so the shoulder would be only the small part under the rack
and so far more difficult to hit. Second way, only for the hunk, the 6 xl engine slots are put all in the left shouder and not 3+3, so he does not die if it's right torso is destroyed and he can mount xl engine +ac 20 as the bj.
If those 2 ideas are too difficult to realise here comes the easy way: allow the hunk to mount on the shoulders 60 armor and not 48, and to have the same speed per engine scale of the blackjack. Be careful when you use this feature to add more diversification to the mechs,
this could also be used for the awesome, give him the same armour of an atlas if you do not want to remove ppc heat penality only on him, because this feature could easily make some mechs really overpowered, and I HATE UNBALANCED AND OVERPOWERED THINGS.

II) First of all, excellent work on canyon network and Terra therma. What about a COMPLETELY UNDERGROUND MAP, as the one that we see in mechwarrior 3? maybe this could add more diversification to maps..........


III) deathmatch AND 12vs12 game mode, you win when all the eneies are destroyed, no caps or BASE IS BEING CAPTURED, i hate both. People who say that caps are useful to make lights and mediums work are JUST INCOMPETENT.
The strength of a fast mech is to be in the right place in the right moment, in order to always shoot without being shot. I always do around 500 damage and till to 800 with my bj-1, so damage is not a problem for mediums, i will try a 6 mdlas jenner later.
Put mech repair bases in place of epsilon and kappa. The repair could work in 2 ways: 1 easy to do but ugly, 1 hard to script but really funny, that would also allow a greater use of fast mechs.
way ugly and easy: you gain the right to repair 200 armor points for each kill and 50 for each kill assist, if you do not use them, you gain additional c bills. If you want to repair and you have no points, you pay c bills.
beautiful way, but difficult to script: each mech brings 4 automatic small bots like elementals, let's assume i kill 1 enemy only destroying his center torso: i did not touch his shoulders or arms or all the rest, so the armor points are still there: i order to my elementals to get out of my mech, go there and strip those points and take for myself, than return in my mech.
obviously enemy could shoot to my elementals and obviously light mechs could take advantage too with this new game mode. In order to avoid exploit escape role of light mechs, when a team has only light mechs left, he will loose if he does not win in 7 minutes.
In the mechlab i choose the priority of the repairs, for example, first of all repair up to 80% the center torso, than at 100% legs etc etc etc etc.

IV) you put heat penality because people are noobs and noobs wanted heat penality..........they said "oooooooooooohhhh a 6 ppc stalker is so powerful!!!!!"
i never used it even before the patch because it was too weak even without heat penality: 400-500 damage and 4 kills as maximum performance for an assault mech IS JUST WEAK, VERY VERY WEAK..i have a screen in which my 2 lglas 1 gauss 3 srm 6 ( with 1.5 damage) atlas ddc does 966 damage and 7 kills...........with no ppcs......
I do not ask to remove heat penality, even if it would be an excellent idea, but consider the reason of it: YOU MADE IT IN ORDER TO AVOID ALPHA STRIKING MECHS.
So heat penality should limitate alpha striker weapons.............lasers have a duration.........they are not alpha striking so there is really no sense to put heat penality on lasers. even before the patch i had a 1.2 heat 4lglas + 1 gauss ctf 1x and i did not use it because it was too weak: LASERS ALREDY SPREAD DAMAGE BECAUSE OF THE 1 SEC DURATION.
Also i would ask to put ppc max number without overheating from 2 to 3..........no one cares of a 3 ppc shot..........
(by the way, same thiong for the 2 AC20 jager, i did not use it even before the patch because it was weak............on a jager i will mount 1 ppc 1 er ppc 1 gauss and 5 machine, that seems far better......the 3 ppc limit would allow back to my ctf 1x with 3ppc+gauss, now 1 er ppc + 2 ppc + gauss has heat problems so energy mechs are not really so useful.

V) airstrike is useless, coolant shots are not as useful as in other mechwarrior games: make them free to use, example, 1 free airstrike per mech and coolant 9+coolant 6 free for each mech.

VI) UTOPIA IDEA what is the sense of all this shooting?!?!??!?!? Do you remember the mechwarrior 4 mission editor? I want to build my base with my money, with walls, turrets, hangars, i want to stock my mechs in it and buy an IA with a % of accurancy and piloting skill.
Only in 1vs1 mode a player could choose to use his bots to attack my base, leading them WITH COMMAND CONSOLE, planning a strategic attack. My base can be attacked only when i am not in game and i am online, if i drop the game or completely loose i do not loose the base,
but give the enemy let's say 10% of my total money, including mechs value, turrets value etc etc etc and all, choosing what to give. Same for the enemy if he fails the attack. bots used and lost in this game are not "lost", so the only income or loose is the 10% of the current total balance.
I can not suffer an attack from a player that brings as attack force, mechs that have more than 10% of value of my defending forces, encouraging the fielding of many cheap scrap mechs, and i can not be attacked more than 1 time per day by the same player.
Why should i build a base? We assume that we build a base because there are some natural resources to exploit, so if ibuild a base i gain 1 million c bills for each 4 hours i am online. There also should be a map , galaxy map, to allow me to choose what base to attack.........
we could also say that there are places that give less money, so it is safer to buld a base there.

VII) consider the XL engine an upgrade since it costs more: if I loose 1 side torso i do not die, but loose 25% speed, if i loose the other side torso, i die.

Edited by IL MECHWARRIOR, 30 July 2013 - 03:51 AM.


#2 Hotthedd

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Posted 30 July 2013 - 05:05 AM

#2 would be cool.


I 100% disagree with every other suggestion.

#3 D A T A

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Posted 30 July 2013 - 08:13 AM

DO you find a 4 largelaser Alpha strike overpowered? Do you find the awesome and the hunkback useful in any way? In my opinion, if a smaller mech is faster and stronger, than the mech we are talking about is useless

#4 Hotthedd

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Posted 30 July 2013 - 10:43 AM

View PostIL MECHWARRIOR, on 30 July 2013 - 08:13 AM, said:

DO you find a 4 largelaser Alpha strike overpowered? Do you find the awesome and the hunkback useful in any way? In my opinion, if a smaller mech is faster and stronger, than the mech we are talking about is useless

Whether or not a 4LL alpha strike is OP is irrelevant. Having to actually aim each shot would add a layer of skill to the game, and therefore make gameplay better. Alpha striking is easy mode. It is such a game-breaker that there are almost zero cases in which chain fire is better.

Yes, I have great success in my hunchbacks (positive w/l and K/D ratios), and still do well in the only Awesome I have kept (Pretty Baby) as a LRM boat. In fact, I have seen many people do very well in mechs that I do not like or do well in myself.

According to your definition, the Cicada is worthless, because at least one mech outperforms it in at least one area (JR7-F, RVN-3L), and nobody is saying the Cicada is useless.

#5 D A T A

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Posted 30 July 2013 - 12:34 PM

LASERS alredy have the aiming problem: even if i had the possibility to shoot them all 4 together i would have to aim at the enemy for 1 sec continuously.........it is alredy hard...if you put heat penality it is like you give lasers a DOUBLE penality.......i would have to point my enemy for 2 seconds continuously..............so it is a weak thing.
Starting form the fact that i do not care at all about what people say or dont' since 99% of people do less than 350 damage per match and assume theirselves as thay are great shooters when they do 400 damage........... and this is riddicolous..............the cicada is USELESS becauese it's design is too big for a scouting role or circle and shoot role and has too little firepower for a combat role. You told me about the LRM boat.........do you know that you can carry better firepower of lrm and lasers on a staker 5m and highlander 733?

APART FROM THIS did you notice the results of assault vs world??????????????? the result of the awesomes was far lower even than light mechs, and it's result was fare weaker than the other 80 tons, the Victor, FOR OBVIOUS slots reasons

Edited by IL MECHWARRIOR, 30 July 2013 - 12:36 PM.


#6 Hotthedd

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Posted 30 July 2013 - 03:11 PM

View PostIL MECHWARRIOR, on 30 July 2013 - 12:34 PM, said:

LASERS alredy have the aiming problem: even if i had the possibility to shoot them all 4 together i would have to aim at the enemy for 1 sec continuously.........it is alredy hard...if you put heat penality it is like you give lasers a DOUBLE penality.......i would have to point my enemy for 2 seconds continuously..............so it is a weak thing.
Starting form the fact that i do not care at all about what people say or dont' since 99% of people do less than 350 damage per match and assume theirselves as thay are great shooters when they do 400 damage........... and this is riddicolous..............the cicada is USELESS becauese it's design is too big for a scouting role or circle and shoot role and has too little firepower for a combat role. You told me about the LRM boat.........do you know that you can carry better firepower of lrm and lasers on a staker 5m and highlander 733?

APART FROM THIS did you notice the results of assault vs world??????????????? the result of the awesomes was far lower even than light mechs, and it's result was fare weaker than the other 80 tons, the Victor, FOR OBVIOUS slots reasons

There is no heat penalty for chain firing weapons, so I do not understand the "double penalty" for Large Lasers comment. Yes, they are hit-scan weapons. They are SUPPOSED to be hit-scan weapons. Having multiple weapons (of any type) hitting the exact same spot with ONE trigger pull IS easy mode. (Aiming each weapon individually takes MORE skill to hit the same spot).

You believe that damage done is the only metric for measuring how good a MechWarrior is? There are other important roles.

Lots of people are able to just fine in the builds that you decry as under-performing. There will always be a mech that is better than the next in SOME way.

The best part: If you do not like a particular mech, nobody forces you to play it.





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