

Mech Specific Bonuses?
#1
Posted 15 October 2013 - 12:09 AM
For example: (and no, these aren't balanced, simply illustrating a point)
- You could give the commando 2d a bonus that doubled ECM strength, but only when in protect mode.
- One of the medium mechs could have ammo-feeder bonuses to the UAC5 which reduced the jamming likelihood 5 or 10%, ideally on a mech that can fit two of them. (I wouldn't suggest this on a heavy mech though)
- Boars Head could have 5-10% reduction to the heat output of energy weapons - maybe it has extra cooling fins on the arms. whatever. (face it, that mech needs to have energy weapons and it is one HOT *****).
As for the real bonuses, I imagine it'd make sense to generally follow the canon -- so if a mech was designed for a particular loadout, give it bonuses to encourage that.
#2
Posted 15 October 2013 - 12:13 AM
The differences are more subtle - torso twist speed, etc...
#3
Posted 15 October 2013 - 12:17 AM
Captain Stiffy, on 15 October 2013 - 12:13 AM, said:
The differences are more subtle - torso twist speed, etc...
not to sure it turn p2w. after all having the ac20 on my hunchback jam on the 1st 2 and 3ed shot was not cool did not even live to try for a 4th shot. endedup selling the ac20 and put 1 MG in its spot and uses lassers after that
#4
Posted 15 October 2013 - 12:19 AM
#5
Posted 15 October 2013 - 12:20 AM
The awesome is just fine if you chain fire
#6
Posted 15 October 2013 - 12:34 AM

Some perks n quirks that support a role of a Mech would be nice however.
The Awesome is a direct fire support Mech for assault and defense operations - the full behaviour should reflect that:
- reduced Engine Cap
- LRMs flight path is not suitable for indirect fire -> only LOS
- slow turn and twist rates
- more armor and internal hps
- fastest target acquisition at mid range
- weapon convergence perk works with optimum speed between 300 and 600m (i know first this perk has to return - because it didn't work anymore)
- LRMs got a range increase of 25%
- LRMs lock on faster
- LRM flight patter is not as thight as on other Mechs (with Artemis it is as thight as for other Mechs without Artemis)
- More ammunition per bin
- Engine Cap is increased, jump jets weight 0.75tons
- Every Catapult can mount a TAG for free in the Cockpit Slot - when at least > 50% of its damage is dealt by LRMs
- target decay
#7
Posted 15 October 2013 - 12:39 AM
#8
Posted 15 October 2013 - 12:42 AM
Captain Stiffy, on 15 October 2013 - 12:39 AM, said:
Well at least its only hypothetical. I know that those perks will hardly make it in game and if only as part of a real skill tree where the player has the choice to switch between the role of his Mech.
Other things are allready in game - Target Decay, faster aquisition - but you have to use modules instead.
So strictly spoken perks and bonuses are allready ingame - the only difference is you can add bonuses as you like and you are not limited to the Mech or the role.
Heck you can even make the Kintaro a LRM support Mech and the Catapult C1 an energy weapon brawler
#9
Posted 15 October 2013 - 12:46 AM
The OP seems to be thinly veiling upgrades for the pretty baby into a post about mech bonuses? I don't even know what is going on here.
There are probably, literally, actually over 100 threads on this very topic.
#10
Posted 15 October 2013 - 12:51 AM
Captain Stiffy, on 15 October 2013 - 12:46 AM, said:
Thats the problem with examples.
When I brought a similar idea - long long ago (a year) - somebody said this topic was about nerfing the Catapult

that wasn't my intension....
But you have to admit that the Pretty Baby - sucks in comparison with other premium mech since the Heavy Metal.
#11
Posted 15 October 2013 - 01:19 AM
But - continuing to contrast with H..... - in that game you can't just put any weapon wherever on whatever mech. They assign weapons that are available to use in a particular slot (and some mechs do share them) but there is nowhere near the loadout freedom of MWO.
I think that in the end what you are going for would require just as harsh balance changes in other areas - and unless they could roll them all out at once you'd have mechs you use and mechs that you don't use for a very long time.
#12
Posted 15 October 2013 - 01:27 AM
Vanguard319, on 15 October 2013 - 12:19 AM, said:
Thank you.
#13
Posted 15 October 2013 - 01:32 AM
-Awesomes: lift heat penalty when using 3PPCs for 8Q and 9M. As quirks all 8-series should have the engine limit raised to 325/330, hitboxes reworked (side torso part of the arm as shown in the mechlab, tighter CT hitbox) and it should also be reduced in size.
-Hunchbacks: specific loadouts allow to get a 10% armor bonus (always active) in the hunch and get an extra 5% (up to 15 then) when employing:
using an AC10 in the 4H
using an AC20 in the 4G
using 6 medium lasers in the 4P
using dual lrm10 in the 4J
-Dragons: CT armor boost, 10% fixed. Scale reduction should be done too imho.
-Quickdraws: they just need to be scaled down in their dimensions
-Trebuchets: same of the QKDs.
-Catapults: size reduction
-Stalkers: size increase
And so on.. but certain chassis like AWS, Dragons, non-4SP HBKs should get some real incentivation with specific bonuses imho.
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