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Bonus Cb And/or Xp For Destroying The Internals Of A Mech Before Killing It Outright.


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Poll: Bonus Cb And/or Xp For Destroying The Internals Of A Mech Before Killing It Outright. (2 member(s) have cast votes)

Should destroying the internals of a mech grant bonus CB and/or XP?

  1. Yes, it should give bonus CB and XP (1 votes [50.00%] - View)

    Percentage of vote: 50.00%

  2. Yes, it should give bonus CB (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Yes, it should give bonus XP (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. No, it shouldn't give bonus anything. (1 votes [50.00%] - View)

    Percentage of vote: 50.00%

  5. I abstain. (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Spirit of the Wolf

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Posted 09 August 2013 - 01:33 PM

Okay, first off, I'm going to clarify something:

I'm really only proposing this because I doubt PGI is going to take back their CBill nerf. Which sucks. A lot. But whatever, here's the idea.


So you're in your spider, raven, cicada, whatever, and you have machine guns, which are wonderful for crit-killing the internals of a mech without actually killing that section, especially on assaults and heavies. Harder to do on mediums and lights because they have less internal health, but still possible.

Here's my issue with that. You need to get really close to use machine guns effectively. Preferably less than 100m. And there's really no reward for using them. At all. There's no bonus for using such a range-dependent, extremely restrictive weapon, and there's no real incentive, other than in some competitive play games, to destroy the internals of a mech without taking off the arm or torso that they're attached to. No bonus for getting that close to them without losing a leg or dying. (In much the same way as small lasers are kinda under-used, but they can be replaced by heavier energy weapons on all classes of mechs, which is nowhere near as easily done as heavier ballistic weapons replacing machine guns on lights.)

I propose that anytime a player destroys a weapon, ammo 'bin', piece of equipment, or the like, and they didn't destroy that section of the mech to do it, they get a small bonus. This provides a great incentive to take machine guns in PUG play, where they normally seem to be neglected, (at least in my experience), and it also provides a lesser incentive to take flamers. (Let's be honest though, when was the last time you took a flamer on anything except a trial mech, a troll build, or back before you understood how badly they suck?)


To be clear:
I don't suggest only giving this bonus to lights and mediums. If you wanna put machine guns on your atlas, go ahead. (Probably not the best idea, but it might work.) I had a wonderful build on my Jager-S -- 4 Large Lasers and 4 Machine Guns. It cut through enemies like they were barely there, then I used the machine guns to rip apart whatever they had inside. (And then the stupid heat nerf system came along, but that's a different, albeit even more vehemently hated, story.)

To be even clearer:
This idea wouldn't apply to just machine guns and flamers. Any weapon that destroys an internal component without taking off that section of the mech would generate a reward for the player using it. It's just that machine guns have the highest crit chances, with the LB-X and flamers being the next highest. An AC/20, for example, can have a critical hit. But it's only a 42% chance to crit, with 1 bullet, every 5 seconds -- which is unlikely. As compared to the machine gun, which, in those same 5 seconds, can fire off 50 bullets, per gun. With 4 machine guns on your spider, you have 200 bullets every 5 seconds, and each of those bullets has a 42% chance to cause a critical hit.

Edited by Spirit of the Wolf, 09 August 2013 - 01:38 PM.






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