Vibro Mines
#1
Posted 17 November 2013 - 08:03 PM
#2
Posted 18 November 2013 - 02:10 AM
#3
Posted 18 November 2013 - 02:12 AM
Vibro Mines are not so good:
a light mech can pass through a mine field while an Assault can cause an explosion much earlier.
#4
Posted 18 November 2013 - 04:49 AM
Karl Streiger, on 18 November 2013 - 02:12 AM, said:
Vibro Mines are not so good:
a light mech can pass through a mine field while an Assault can cause an explosion much earlier.
They could be tunned to a certain weight range if you like, 20-55t = boom 60-100 no boom or just make them 20-100 boom. they could do a lot with it.
Before Thunders I would like to see the Infernals brought into the game. the SRM rounds that are packed with Napalm. that add, well in this game, 2% heat per hit lasting 10-15 seconds. Would make the flamer almost obsolite.
#5
Posted 18 November 2013 - 06:41 AM
You should add a module to counter/disable/detect (detected mine positions shared with team members) enemy mines otherwise, i guess, a lot of players (including me) would be annoyed by mines or wondering what hit them.
It should be possible to lay out large minefields (50-200 diameter with associated mine density) which can be used for area denial.
Mines should be easily destroyable (also undected mines).
#6
Posted 18 November 2013 - 01:19 PM
I proposed a similar idea for Assault defence some time ago. My idea was that the Assault would be able to fire a spread of Grenades in a 50m circle when it was under attack by lights that were circling it. Each Grenade would have the same effect as an AC 5 Round and so wouldn't necessarily take out the light but would definitely damage it. To make this fair, I also excepted that their would be splash damage to the Assault; however it's armour would obviously absorb this.
What I like about your Vibro mines is that they wouldn't necessarily detonate unless they sensed vibration whereas my Grenades would automatically detonate after a few seconds.
#7
Posted 19 November 2013 - 03:20 AM
That radial grenade-launcher isn't canon and therefore not balanced with respect to the rest of the whole game. AND making up 1 piece of tech will lead to more and more non-canon tech until it's no longer Battletech.
And mine-fields carry the risk that the teams would use them to clog the bases, completely altering the dynamics of the game-modes.
#8
Posted 19 November 2013 - 03:27 AM
This way a mine field could be blown up by the opponents and add to the damage caused to your own base.
EDIT: This is just me brainstorming the possibilities... not saying im completely convinced of mines being adde ontop of the rain of death Air and Artillery strikes we already have.
Edited by Rushin Roulette, 19 November 2013 - 04:56 AM.
#9
Posted 19 November 2013 - 07:20 AM
My suggestion: Thunder-LRMs have way less ammo per ton than conventional LRMs. Maybe 2-4 salvos from an LRM20 per ton. And make them detectable only if you are closer than 100m, more if you have Beagle.
#10
Posted 19 November 2013 - 08:17 AM
DI3T3R, on 19 November 2013 - 07:20 AM, said:
My suggestion: Thunder-LRMs have way less ammo per ton than conventional LRMs. Maybe 2-4 salvos from an LRM20 per ton. And make them detectable only if you are closer than 100m, more if you have Beagle.
Great conversations so far, thank you for the positive energies. That being said. Thunder Munitions. What would keep you from walking out 500m and then dead firing them at your base. Perhaps if there was a three minute life span and then the mine detonate. That's a little off Canon but within reasonable limits.
As it stands right now the Base Points look like some kind of oil well. How about a minimum safe distance for deploying mines, say 300m from the well and as Rushin Roulette suggested make it so you had to destroy the enemy base, not capture it. It wouldn't take much to put a few static AMS around it to keep the enemy from just LRMing it from max range.
Great Ideas so far though. Keep it up.
#11
Posted 20 November 2013 - 02:11 AM
It will be depend on balancing and player-skill, whether he can lay a thunder-minefield of proper shape and density and in the place where he wants it to be.
#12
Posted 20 November 2013 - 08:53 AM
#14
Posted 20 November 2013 - 10:48 AM
#15
Posted 20 November 2013 - 11:04 AM
15-25 ton weight trigger only does xx damage
25-40 does a little more
40-60 does a little more
60-80 does a little more
80-100 does a little more
The trade-off is that a 75 ton mech walking over an 80 ton mine won't set it off but will do more damage than a 20 ton mine
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