Jump to content

Weapon Heat Spread V2


2 replies to this topic

Poll: Weapon spread/ heat balance (14 member(s) have cast votes)

Do you agree with op?

  1. Yes (4 votes [28.57%])

    Percentage of vote: 28.57%

  2. No (8 votes [57.14%])

    Percentage of vote: 57.14%

  3. Abstain (2 votes [14.29%])

    Percentage of vote: 14.29%

Vote Guests cannot vote

#1 ManDaisy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 3,272 posts
  • LocationKing Of Flower Beds

Posted 24 April 2013 - 08:07 AM

1) What is it?

All weapon types should experience a deviation from strait line of fire or (spread for ballastics) as a result of increasing heat.

2) Why is it a good feature to add?

This feature will give laser extra usefullness over ballastics as the main weapon type, and will ballance boating mechanics by adding an element of skill for long range combat, while not affecting short range combat too much (explained below).

3) How does it accomplish this?

Lasers have a hold down period where a pilot can compensate for deviation. If something is off the mark, a pilot can move it so that the laser paints the target while fire is occuring.

Burst weapons cannot be compensated, as they have no opprotunity to paint the target but do damage in a single impact.

As heat increase, deviation increases to a max. Shots that normally fire in a strait line, may fire to the side a bit as heat increase shot deviation.

Players will find that they can hit more reliably with lasers or missile at high heat, due to their ability to compensate manually.

Players will find ballastics hard to hit with at high heat as they do not know the deviation before hand.

Longer range is affect more then short range, as deviation becomes more important the farther you go out. (a small deviation grows less the closer you get to target)

4) How it should be implimented:

Having a group of weapons fire in a spray is not optimal for the player experience. If someone fired 5 lasers they should not all spray in a different direction. Likewise, if someone fired 3 ballastics at the same time, they should not spray in different directions either.

What should happen is the "group fire" should behave as one weapon. If a balistic, laser, and missile are fired together, they should all deviate in the same manor. For example, every weapon fired in that group deviates to the same to x,y,z somehwere instead a each going to their own x,y,z deviation.

5) What effect will it have:

High heat players will use lasers more, as they can manually adjust to compensate for deviation. Ballistics will become more risky to use at high heat, as at long range a slight deviation can put you considerably off target and unlike lasers, they cannot be manually compensated.

(BOTS)

As an added bonus aim bots will have a harder time, as they cannot account for the unknown deviation.

#2 ManDaisy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 3,272 posts
  • LocationKing Of Flower Beds

Posted 25 April 2013 - 03:49 PM

Bump for exposure

#3 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 25 April 2013 - 07:37 PM

It's a good idea, but I don't think we should introduce anything random that would detract from the skill-based nature of the game.

I think other heat penalties should be in order; I saw someone post that they think overheating should damage your mech as if you had over-ridden shutdown, albeit at a lesser rate. I think that's a great idea.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users