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Thinking Outside The Box: Flamers & Mg's


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#1 Skyfaller

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Posted 02 April 2013 - 11:37 AM

Flamers:

There is a feature in game now that makes a mech's armor show visible heat build up in areas that have been hit. This feature is quite good since it does match the amount of 'heat' the weapon should be doing...

for example, a small laser barely 'draws' a line on a mech's armor whereas a large laser heats up a strong 'line' as it cuts across the armor. Flamers now when you hit a section heat up the entire armor plate until is a glowing white/yellow color.

So... why not use this mechanic?

The heat color indicator must have some sort of numbers behind it to determine 'how hot' the section is getting.

...and that can be used to give the flamer a means to be functional without it actually doing much damage.

The hotter the armor plate is the softer it gets...in essence 'debuffing' the section of armor.

If an armor plate stops damage in 1:1 ratio then a heated up armor plate would become 1:0.5 ..meaning the armor plate section would take 50% more damage per hit than it normally would.

Of course to get that hot the armor section would need to be struck by a single flamer for .. say, 10 seconds... or by a lot of flamers for a few a seconds.

Flamer = debuff armor 'resist' based on how hot it makes the armor plate that is getting hit.


MG's

There are 2 different ways to make MG's functional:

1:
Mg's need to increase their damage NOT by a direct damage increase but by a rate of fire increase. Currently all other weapons receive a 3x increase in ROF compared to TT rules.. but not the MG. This is why its dps is so meager.

Increase ROF of MG's to match same ROF increase all other weapons received.

2:
Armor Piercing Rounds: The MG should have a low chance to have a bullet penetrate the mech's armor (bypass it) and hit internals (non-structure). The chance should be .. 5 out of 100 rounds or so. Really low. This will enable MG's to strip a mech of internal items if fire can be sustained on target for a good while.

Of course, they must remove/reduce the bonus to crit in this scenario as the bonus would be in the form of AP rounds.

Combining both of the above changes to MGs and Flamers you can even see a combo for them: Flamers debuff armor and MG's get a dmg boost (#1) or would have a higher amount of AP rounds punching through (#2) due to them striking 'softened up' armor.

#2 Pinselborste

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Posted 02 April 2013 - 11:56 AM

MGs Need a straigth increase in their damage per bullet, this will bring damage per ammo ton to the same Level as other ballistics. increasing firerate is a bad idea since it will tax Server even more and will screw up hit detection.

and piercing armor isnt needed, it just Needs damage increase so its viable, that will fix it.

same with the flamer, damage increase, range increase to 90 meter and the ability to heat the enemy mech up so its actually a viable alternative to a med laser

#3 FrostCollar

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Posted 02 April 2013 - 12:29 PM

View PostSkyfaller, on 02 April 2013 - 11:37 AM, said:

MG's

There are 2 3 different ways to make MG's functional:

1:
Mg's need to increase their damage NOT by a direct damage increase but by a rate of fire increase. Currently all other weapons receive a 3x increase in ROF compared to TT rules.. but not the MG. This is why its dps is so meager.

Increase ROF of MG's to match same ROF increase all other weapons received.

2:
Armor Piercing Rounds: The MG should have a low chance to have a bullet penetrate the mech's armor (bypass it) and hit internals (non-structure). The chance should be .. 5 out of 100 rounds or so. Really low. This will enable MG's to strip a mech of internal items if fire can be sustained on target for a good while.

Of course, they must remove/reduce the bonus to crit in this scenario as the bonus would be in the form of AP rounds.

3:
Just buff the damage.

I like #3.





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