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I Dream Of Mw Mechanics


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#1 Coralld

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Posted 07 December 2013 - 12:39 PM

What I am about to suggest is a mix of balance as well as to make things more unique and interesting while also making the game a little more like the lore. Some ideas may also seam strange to some, at least regarding the Gauss, but that's because I want to see some Assault mechs with split ballistic hard points like the King Crab in the game with out them being completely 'Amazing OMG ROFL Stomping BBQ sauce machines' which PGI and a number of the community have fear of and rightfully so.

So lets get to it.

Gauss Rifle:
The charge mechanic has the community divided on why they like or dislike it for a number of reasons. I have no problem with it and the subject I bring up for it is not about its merits, but rather tweaking its stats and stuff, some of you may like and others hate, remember, these are just suggestions.

First things first, the cycle time of the Gauss needs to come down from 4 sec to 3 to compensate for the charge time as well as increase the charge held time from 1.25 to 1.5. Further more, Gauss should not explode when its not in use as there is no power running through the coils, it only makes sense. Further more, Gauss should have an HP increase from 5 to 8.
However, for these "buffs," Gauss can not be Alpha strike-able when paired with 2 of them. I suggest that you can only fire one at a time with the second one being able to be used while the first is cycling its next round. For example, if you have 2x Gauss rifles in a single firing group and you use them, only one will be useable while the second is in standby, but once the first shot is fired and the Gauss is cycling the next round then you can use the second Gauss right after the first. This also works regardless if the 2 are in one weapon group or in 2 different groups, this will prevent them from being used with macros to try and get around it. (You dirty cheaters! :D)

I suggest this not because I think duel Gauss Heavies are OP, but as I said in the beginning, I want to see Assault mechs with split ballistic hard points in the game with out them being problematic.

AC20:
The AC20 is a powerful weapon, as it should be, however, its overshadowing the AC10 to much and should have its Falloff Range reduced from 800m to 600m.

AC Cased Rounds:
In lore, all AC weapons, out side one of the AC20 types, fire multi shelled cased rounds to do their damage as they are described as rapid burst fire weapons. So I say make it so 1 cased round fires 2 shells where its total damage is split between them. So an AC10 still does a total of 10 damage per cased round but each shell does 5 damage. This means its possible to deal its full 10 damage to one location or have the damage spread and only dealing 5 damage to two locations. The gap between the two shells is about .15 sec, but that could change.
This change does several things, first is that it sticks to lore, it also allows mechs to better defend them selves when torso twisting or when they are at longer ranges. It also allows the introduction of different makes and models with different number of shells per cased rounds where higher the number of shells per cased rounds have higher velocity.
LBX Weapons will remain the same. Also, smoke and shaking effect when impacting a target will need to be addressed.

Some may think I am one of those that believe AC weapons are OP, I am not, I just want a bit of a different flavor with them and because I think it would be damn cool.

PPC/ERPPC:
In lore the PPC has a minimum range penalty, much like we have in MWO, but in lore you can shut off the inhibitor field to allow the weapon to be used under 90m, but at a risk. Implementing the ability to shut off the inhibitor field would be easy to introduce by simply assigning it a hot key. When off, the PPC takes damage when striking an enemy under 90m, it can be used 3 times safely under 90m before the weapon explodes, and when it does, it damages or even destroys other equipment in that location.
ERPPCs get a Falloff Range increase.

MGs:
Reduce cone of fire.

20 ton mech buff part 1:
Now I love my Locusts, but if its any indication of what to expect from other 20 ton mechs such as the up and coming Flea, its going to be rough, because its not like they are terrible mechs, they are just harder to use then their heavier brothers which are much easier. So I say all 20 ton mechs should get a 50% increase to internal HP. The reason behind this is because the internal HP is normally 1/2 that of the max armor value, so for a Locusts legs, which maxes out at 16 means its internal HP is only 8. By increase it by 50%, its HP goes up to 12.

20 ton mech buff part 2/Engine buff:
20 ton mechs are forced to use the smallest of the small engines, which isant so bad for them if it wasn't for the fact that the Engines they can use maxes out at 8 heat sinks in the engine and the least amount is 6, which means they have to spend an extra few ton in heat sinks, and in a 20 ton mech, 2 ton can and will make a huge difference. So all I am saying is that they should all have 7 heat sinks in those smaller engines and keep the highest amount 8.
I have also noticed that there are in fact 5 XL engines weighing the same 4 tons. 2 or 3 of them should have their weight reduced from 4 tons to 3.

Please discuss, I have been thinking about these things for a while and would like to see what the community thinks. Please stay on topic and don't go off on tangents on why you say you simply hate Gauss charge mechanic for example and the usual rants.

Edited by Coralld, 07 December 2013 - 12:55 PM.






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