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We Need A New Weapon.


183 replies to this topic

Poll: New weapon system. (384 member(s) have cast votes)

Would you like to see a new weapon system?

  1. Yes (259 votes [67.27%])

    Percentage of vote: 67.27%

  2. No (126 votes [32.73%])

    Percentage of vote: 32.73%

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#141 Strikeshadow

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Posted 03 November 2014 - 05:17 PM

More weapons is not the answer. The problem is that this game can be a tactical shooter or a twitch shooter, but not both. The LRM problem is not a surprise because they should require a line-of-sight lock with a 1-2 sec decay, unless NARC'd, just like MW4.

Edited by Strikeshadow, 03 November 2014 - 05:19 PM.


#142 Sir DeathsHead

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Posted 03 November 2014 - 06:32 PM

The reason we won't see new weapons is the fact that they can't charge real money for it, and at pgi, if it don't make dollars it don't make sense.

#143 Koniving

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Posted 03 November 2014 - 06:33 PM

"108 votes for no."

....Really?

I dunno about you guys, but two years ago I heard they were looking into doing Mech Mortars.
....two years in development, I ain't got no mortars.
And no I'm not talking about artillery modules.
I'm talking Mech Mortar/1, /2, /4, and /8! Each number indicative of the number of shells it sends downrange when it's fired.

#144 Tarogato

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Posted 03 November 2014 - 06:42 PM

Mech mortars are the only thing I'd consider adding at this point. Every single other thing mentioned in this thread has been outside the current timeline, so it's a flat 'no' from me. But mortars... possible. I can see uses for the armour piercing and smoke ammunitions. Flare maybe, perhaps if it provides very significant illumination (or even AoE ambient heat increase).
Oh yeah, and orbital strikes for the clans. Not a weapon per se... but make it happen. =]

#145 ScorpionNinja

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Posted 03 November 2014 - 07:32 PM

Mech Mortar/1,2,4,8 are needed IMHO. They exist in the current 3049 timeline, but really only the Pirates use them currently. Mech Motars make a COMEBACK 100% in battletech lore in the late 3050's, since motars are immune to AMS.

But PGI needs to allow different AMMO TYPES for SEVERAL WEAPONS currently in game!

Inferno Missiles for IS* SRMs (think NAPALM burning all over the mech RAISING their HEAT ALOT),
Fragmentation Missiles for IS* SRMs,
Acid (AX) Warhead for IS* SRMs (3.15 dmg per/missle against clan ferro-armor, but just 1.15 dmg per/missle to std armor, endo-steel or std internal structure).

LB10X AC's that can switch standard or cluster AMMO types.
(use "L" as default key to switch between them and triggers a 5 sec cooldown, you cant fire the LB10X AC during which until it finishes "switching" over to the other type of ammo. Also to help balance LB10X AC vs AC/10, make the LB10XAC have a 1 sec LONGER recycle time than the AC/10)

Also PGI, please ADD Rocket Launcher 10,15,20 , Arrow IV System

Edited by ScorpionNinja, 03 November 2014 - 09:26 PM.


#146 Zephonarch II

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Posted 04 November 2014 - 12:13 PM

MRMS, X-Pulse lasers, and Heavy and Lt. Gauss would be great. Even a Rotary AutoCannon. But I don't remember the canon behind these weapons though so I can't properly petition for support for these yet. Imo though IS mechs need more variety than Clan mechs since they are severely lacking in a counter-weight for what options free players have when buying mechs.

This is what comes into a Free player's mind when buying a mech?
IS: Cheaper, swappable engines, less ghost heat than Clan Mechs, less variety in weaponry, Huge variety in mechs compared to Clans at the moment
Clans: Expensive, less variety in mechs, more variety in weaponry, ghost heat is your nemesis, engines can't be swapped out in customization

#147 Strikeshadow

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Posted 08 November 2014 - 06:18 AM

View PostKoniving, on 03 November 2014 - 06:33 PM, said:

"108 votes for no."

....Really?

I dunno about you guys, but two years ago I heard they were looking into doing Mech Mortars.
....two years in development, I ain't got no mortars.
And no I'm not talking about artillery modules.
I'm talking Mech Mortar/1, /2, /4, and /8! Each number indicative of the number of shells it sends downrange when it's fired.


LRMs are basically mortars with their fire trajectory.

#148 Koniving

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Posted 08 November 2014 - 10:46 AM

View PostStrikeshadow, on 08 November 2014 - 06:18 AM, said:

LRMs are basically mortars with their fire trajectory.

Exactly, but more likely to reach their target in a meaningful amount of time, likely to do a higher arc, and clearly non-homing weapons that can affect an area (if we go by how PGI would do the weapon based on their habits). Obviously not as powerful as artillery strike consumable, but quite possibly very useful. Though LRMs were more popular due to their homing capabilities, Mech Mortars did not set off AMS and had no advanced versions to be affected by ECM.

So, heh. Whoosh. Splat! No counter other than obviously dodging. Their downfall is the obvious guesswork that'd be required in firing a non-homing arc-firing weapon. Quite a strategic opportunity.

#149 DieGruneMorder

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Posted 08 November 2014 - 12:09 PM

Heavy machine guns are Battletech friendly and would be awesome. 2x range 2x damage 2x weight 1/2x ammo.

Edited by DieGruneMorder, 08 November 2014 - 12:09 PM.


#150 Strum Wealh

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Posted 08 November 2014 - 12:16 PM

View PostDieGruneMorder, on 08 November 2014 - 12:09 PM, said:

Heavy machine guns are Battletech friendly and would be awesome. 2x range 2x damage 2x weight 1/2x ammo.

Heavy Machine Guns don't show up until 3059 (when they are invented by Clan Smoke Jaguar), and are Clan-only until 3068. :rolleyes:

#151 Savage Wolf

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Posted 12 November 2014 - 01:30 AM

View PostStrum Wealh, on 08 November 2014 - 12:16 PM, said:

Heavy Machine Guns don't show up until 3059 (when they are invented by Clan Smoke Jaguar), and are Clan-only until 3068. :rolleyes:

So we just need to sit tight until then and look at the glaring gap between MGs and AC/2 because the original designers of Battletech didn't see this before the timeline had passed to 3059 and then of course had to wait until 3068 to fix it for IS.

#152 Azure Kit

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Posted 13 November 2014 - 06:59 AM

I'd like to see:

Ballistics:
  • RAC/2's
  • RAC/5's
  • Hyper Velocity Autocannons (eventually)
  • Light/Heavy Gauss
  • Hyper Assault Gausses
  • Light AutoCannons
Energy:
  • Heavy Lasers
  • Snub-Nose PPCs
  • X-Pulse Lasers (Especially if they're like the ones in MWLL. Lower RoF but can fire until you overheat)
  • Continuous Beam Laser (MW4, Anyone? :D)
Missiles:
  • MRMs (Dual MRM/40 Catapult, probably)
  • ATMs
  • Bigger IS Streak Launchers
  • Rocket Launchers

Its a nice eclectic array of weapons, innit?

#153 kosmos1214

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Posted 15 November 2014 - 09:52 PM

View PostKraven Kor, on 16 May 2013 - 04:09 PM, said:


Well, there are a lot of things "in timeline" that we haven't seen yet.
yes there are yet very few ppl bring up whats in the 3050 time line its funny how that works

View PostDocBach, on 05 October 2013 - 08:10 AM, said:

Instead of brand new weapons, I'd rather see unique versions of weapons we already have in game with tweaked stats and effects. ie;

Defiance 1001 ER PPC does 12 damage, but has a minimum range, or a Norse Storm Gauss rifle has a longer charge hold but blows up for 25 damage, a Sunbeam Large Laser that has longer range but only does 7 damage, etc etc.
that would be cool but we are more likly to see new weps them weps by brand name though i would love to see that

View PostPoppaukko, on 09 October 2013 - 12:40 PM, said:

Bombast Laser would be cool.
yes it woulnd but its a few years off

View PostTarogato, on 03 November 2014 - 06:42 PM, said:

Mech mortars are the only thing I'd consider adding at this point. Every single other thing mentioned in this thread has been outside the current timeline, so it's a flat 'no' from me. But mortars... possible. I can see uses for the armour piercing and smoke ammunitions. Flare maybe, perhaps if it provides very significant illumination (or even AoE ambient heat increase).
Oh yeah, and orbital strikes for the clans. Not a weapon per se... but make it happen. =]

not true we they have talked about the blazer mech morters and l/m/h rifles and a few others all of witch are in use in 3050

#154 CimaGarahau

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Posted 15 November 2014 - 11:01 PM

New weapon systems would be nice indeed, but they need to be balanced. What I want to say is that every weapon type needs to be adjusted to this game/other weapons here. Suddenly we have weapon systems that are way too overpowered like the "long tom" canon.

Edited by Eclair Farron, 15 November 2014 - 11:02 PM.


#155 kosmos1214

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Posted 22 November 2014 - 04:09 PM

View PostEclair Farron, on 15 November 2014 - 11:01 PM, said:

New weapon systems would be nice indeed, but they need to be balanced. What I want to say is that every weapon type needs to be adjusted to this game/other weapons here. Suddenly we have weapon systems that are way too overpowered like the "long tom" canon.

honestly i dought the long tom would be op

#156 Burktross

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Posted 23 November 2014 - 10:58 AM

Are heavy and light MGs viable for the IS in this point and time? I'd love heavy MGs

#157 MechWarrior679696

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Posted 23 November 2014 - 11:46 AM

Heavy MGs, artillery weapons and mortars, RACs, PPC capacitors, Silver Bullets, MASC, mechanical jump boosters...

Screw the timeline parity blather. We need more modules and systems, more variety. All I'm seeing right now is LRM spam, and it pains me.

#158 Strum Wealh

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Posted 23 November 2014 - 03:09 PM

View PostBurktross, on 23 November 2014 - 10:58 AM, said:

Are heavy and light MGs viable for the IS in this point and time? I'd love heavy MGs

View PostStrum Wealh, on 08 November 2014 - 12:16 PM, said:

Heavy Machine Guns don't show up until 3059 (when they are invented by Clan Smoke Jaguar), and are Clan-only until 3068. :rolleyes:

;)

#159 Kjudoon

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Posted 23 November 2014 - 03:26 PM

We need another indirect fire weapon. I highly suggest Mech Mortars.

Immune to AMS, limited guidance as compared to LRMs, high arc, will require more than a bit of skill to use. Uses ballistic hardpoints and have a burst radius just like artillery damage range of 2 per shell with range similar to ACs.

http://www.sarna.net/wiki/Mech_mortar

Edited by Kjudoon, 23 November 2014 - 03:27 PM.


#160 ScorpionNinja

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Posted 23 November 2014 - 03:39 PM

well i wonder WTF PGI would make Clan Rotary Autocannons behave like?

Ultra Autocannons ALREADY BEHAVE like RACs for christ sake!!! hahaaa





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