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Weapons Changes - Diverse Characteristics


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#1 Inertiamon

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Posted 27 March 2013 - 05:29 AM

One of the things that bores me a little is the lack of diverse weapon characteristics - not JUST damage/heat/range but firing behaviour itself. To this end I suggest some revisits for classic weapons in order to introduce added skill to usage and create some proper diversity between weapon types.

Gauss Rifle

The Problem - Weapon had too much power and accuracy for too little payoff.

The Current Fix - Low HP and explodes on crits. This has certainly stopped the gauss being the go to weapon of choice but has also stopped everyone using it which is a shame. Also the idea of a load of electromagnets exploding for no reason is silly.

Alternative Suggestion - Put the HP back to where it was, cut the exploding but introduce a firing delay on the grounds of charging. This introduces a solid element of skill to using the weapon and gives it greatly different characteristics to the AC20. Two seconds delay would be interesting, you'd have to work pleasantly hard to match moving targets yet you'd still be able to punish static campers quite easily.


Machine Guns

The Problem - No power, no range no point.

The Current Fix - God only knows. Something about crits which doesn't work and still sees MG's scrapped from every mech.

Alternative Suggestion - bring back some decent impact effect but with a punishing downward trajectory. Increase effective range to 300m with a level firing angle putting bullets in the ground at 200m. This still means the machine guns are very low damage, but gives a decent player a hose to disrupt brawling opponents whilst waiting for meatier weapons to recharge. The punishing downward trajectory means that you have to elevate your aim when bursting with the MG's to land accurately then return your aim to a level position to use direct/lock weapons.


AMS

The Problem - The effect of AMS is so light and the effectiveness of ECM so massive that many people aren't bothering to equip AMS at all. The list of changes to missiles and artemis is getting silly at this point and seemingly all because missiles were doing too much damage. This seems to be as much because AMS isn't fit for purpose as anything else.

The Current Fix - There isn't one. AMS has been untouched. The only reason I can think of for this is to make LAMS worth spending MC on when it drops.

Alternative Suggestion - rework AMS to produce a more pronounced result against missile volleys and force a manual activation that scans and fires for a fixed time before then requiring cooldown. This can be made to feel canonical with some radarish noises on activation and further involves the pilot in the running of the mech. To elaborate, I feel AMS should be capable of completely destroying 10 missiles in a volley. LRM5 and 10 should be countered entirely. LRM15 should be weakened to 33%, LRM20 to 50% effectiveness. The active time for AMS should be around 10 seconds with a cooldown twice that (hard to intuit those). I feel an ammo/ton reduction is probably necessary to balance this. As a pilot I really want the option to decide if I deploy my ammo and cooldown on a given volley or if I can easily avoid it. As a team it would be possible to take turns in AMS activation thus adding more depth to the team game. Active AMS could be indicated on friendly icons in much the same way as incoming missiles/ecm leading to some quite organic, silently communicated pug team usage of AMS.


Bit of a wall - but I'm really keen to see more detailed control over systems, and the sort of weapon characteristics over the weapons that an FPS environment can deliver that TT can't - all without changing the core TT values.

Edited by Inertiamon, 27 March 2013 - 05:31 AM.


#2 MasterErrant

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Posted 27 March 2013 - 03:55 PM

Gauss explode because they are drivin by massive capacitor arrays which short into the mech doing damage this balances the lack of wxplosive ammo and is cannon and perfectly ok for me...the HPs are too low aI agree.

Mgs do exactly what they are supposed to their main function in TT is infantry.

and AMS does wxactly what it is supposed to...shoot down some of the missiles attacking you...it does a little more since it defends you allies too.
fixing the messed up ecm by buffing other systems is a bad idea.

#3 Sable Dove

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Posted 27 March 2013 - 04:29 PM

Gauss is fine as is. You suggestion makes sense, though I prefer to imagine that they keep the Gauss rifle charged at all times. Possibly part of the reason it explodes.

MGs just need a big damage buff, though range would be nice as well.

Missiles destroyed by AMS ought to explode and destroy missiles within its blast radius (these missiles do not explode); thus, AMS becomes more effective the larger the volley.

#4 Pinselborste

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Posted 28 March 2013 - 07:39 AM

View PostMasterErrant, on 27 March 2013 - 03:55 PM, said:


Mgs do exactly what they are supposed to their main function in TT is infantry.



nope, they where in the game before infantry and deal the same damage to a mech as an ac2.





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