This post is made in order to give a suggestion to the devs, to offer a different point of view about weapons and mechs, hope it will give some help.
What i am aiming at
- make the game playable without eliminating Alpha striker builds,yes Alpha strike, but also short range brawler and runner option: i have played all mechwarriors with all mods since 1999: no big boomer Alpha strike = no MechWarrior.
-Make all mechs useful, giving them certain special abilities
1) WEAPON PART
(please, before you run down and post a negative comment, read all the balance, each single piece is not balanced alone, you need to read all in order to find it balanced.
PPC ERPPC section, you find improvements and drawbacks, i want to make 3 ppc possible, but more difficult to mount and use than it is now, in MW4 comstar info network you could read "it's best performance is only when it is in the most skilled hands" or something like that
-PPC heat moved from 9 to 8, ERPPC from 12 to 11
-PPC\ERPPC shot without heat penality moved from 2 to 3.
-PPC\ERPPC slots required moved from 3 to 4
-PPC\ERPPC speed reduced from 2000 to 1200
-PPC minimum range moved from 90 to 110, normal range 600
-ERPPC minimum range 20, normal range 700
-Assuming that 31st century tech should Always allow to multiple weapons to converge on a single target, i would say that when armor is removed and the mech part with no armor is hit, all the weapons that are placed there have serious problems converging with all the others: the hit made them loose the alignmet.
-LGLAS \ ERLGLAS max shot without heat penality moved from 2 to 4, there is no danger of damage focusing for lasers: they alredy spread damage all aroun because they have 1 sec duration.
-LGPLSLAS max shot without heat penality from 2 to 3, and they are not included in the LGLAS \ ERLGLAS count as they have a totally different range, duration, damage and use.
-max LRM without heat penality: 4 of the same type, LRM damage moved from 1.1 to 1.2, encouraging an alternative to the ppc-gauss sniper, that is essential to make a game callable MECHWARRIOR.
-No heat penality for AC 20, ac 20 damage increased from 20 to 21, in order to encourage brawling. (see below for anti head shot adjustment)
-SRM damage per missile moved from 2.0 to 2.2, in order to encourage missile boat brawler option as alternative to ppc+gauss snipers. SRM max shot without heat penality 24 missiles, that is, 4 SRM 6 (giving you a shot of 52,8; plus all other weapons, a laser + srm brawler could even reach 100 firepower, even now my stalker has 4srm6 1srm4 2ppc 2lglas and rocks) good alternative to a ppc gauss mech).
-AC 10 tons reduced from 12 to 11, AC 2 heat reduced from 1 to 0.5: this way you have also this alternative to ppc gauss sniping.
-The chances of critting weapons when armor is down is damage-related, and not shot-related, this way machine guns will not crit in 1 seconds all existing things.
-IN mW4 there was an anti headshot script, if my head has 10 resistance and you hit me with a 40 Alpha strike, i take 9.9 damage and all the rest is ignored: you can nor kill me with a single Alpha strike headshot, even if you shoot me with 4 ac 20.
-Added a new class of weapons allowed only for certain mechs like the useless spider with only 2 energy slots in the center torso: LANDMINES. (nothing overpowered pls, something like 5 damage per mine spread all around the mech and mainly on legs, 15 ammo per ton, 1 ton heavy weapon)
AND, IN ORDER TO BALANCE ALL THIS
EACH MECH HAS 50% MORE RESISTANCE IN INTERNAL STRUCTURE, AND IS ABLE TO MOUNT +60% ARMOR THAN NOW.
EVEN IN THE HEAD
this way we will survive longer and will have fun with Alpha strikes withoud dying soon.
IN ORDER TO BALNCE THE WEIGHT OF THE EXTRA ARMOR.
-Ferro fibrous capacity is now from 0.03 tons per point TO 0.028 tons per point, move it from 0.028 to 0.021
Endo steel slots required=8, ferro fibrous slots required=8, think how many nice combination this system would add: mechs that are very full of armor might prefear ferro fibrous instead of endo steel, mechs with normal armor might prefear endo steel, giving more differences between mechs.
ALso, you will finally able to use both together if you like, even if you will loose 16 slots, now you only use endo steel and you loose 14 slots.
2)MECH ABILITY PART
-Awesome has all heat sinks that dissipate 10% better.
-Stalker gets no heat penality for lasers and SRMs
-Atlas gets 1 additional slot in each arm 1 additional slot in each side torso and 2 additional slots in cetner torso.
-Higlander gets -50% shake with using J.Jets
-Victor has +5% speed than it's class for each engine size
-Cataphract: gauss cannon mounted in his shoulder does not explode at all when critted.
-Jagermech. -5% heat produced by all ballistic weapons
-Catapult: weight reduced by 1 ton for each LRM mounted
-Quickdraw: 1 j jet alredy installed in his center torso that has completely no weight: it is included in the structure.
-Dragon: uses the speed per engine scale of a 55 tons mech, and not of the 60 ton mech.
-Hunkback: uses the armor scale of a 65 ton, and not 50 ton.
-Kintaro: -5% heat delivered by all missile weapons
-Trebuchet: his torso twist is 360 degrees.
-Centurion: +5% speed for all engines sizes
-Blackjack: +20% torso twist speed
-Cicada: ERPPC and PPC mounted do 1 less heat each.
-Jenner: falling damage reduced by 80%
-Spider: +5% speed for all engines
-Commando: his standard structure weights only 1.5 and not 2.5, his endo steel 0.5 and not 1.5 as now.
-Raven: mounts +5% armor for its class
THIS IS A CONSTRUCTIVE CRITICISM PAGE, PLS, ONLY CONSTRUCTIVE CRITICISM COMMENTS.


Weapon Adjustments And Mech Special Abilities
Started by D A T A, Aug 13 2013 12:05 PM
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