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Something That Really Needs A Buff


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#161 Joseph Mallan

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Posted 21 January 2014 - 08:07 AM

View PostMustrumRidcully, on 21 January 2014 - 06:34 AM, said:

Could be. I mean, what could it be doing that doesn't do the same as Seismic, if not that?

Seismic cant see a mech standing still behind terrain. MagScan...might.

#162 MustrumRidcully

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Posted 21 January 2014 - 08:37 AM

View PostJoseph Mallan, on 21 January 2014 - 08:07 AM, said:

Seismic cant see a mech standing still behind terrain. MagScan...might.

Still too redundant, IMO. But on the other hand - a literal wallhack that allows you to see through obstacles... That could be messy, too.
Maybe instead we get indicators on the cockpit HUD where metallic concentrations can be found?


----

IMO, it would be interesting to mix the modules and the sensor/ecm equipment more.
You install a BAP, and you get two module slots you can pick for sensor modules.
You install ECM, and you get two module slots you can pick for electronic countermeasures.
You install the Command Console, and you get two module slots you can spend on consumables like Artillery, AIr Strike and UAV drones.

Sensor Modules would be stuff like:
o Consumables like UAV
o Range Enhancers, New Vision Modes, Seismic

ECM Modules would be stuff like
o Electronic Warfare Conumables: Decoy Consumable (place a holographic, radar-detectable mech somewhere on the map?) Or just a few fake Radar signals?), Deployable ECM drone
o ECM range enhancers, disruption enhancers, boosts to decoy-mode functions

#Thefunwecouldhavewithinformationwarfare.

Edited by MustrumRidcully, 21 January 2014 - 08:38 AM.


#163 Prezimonto

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Posted 21 January 2014 - 01:04 PM

View PostSandpit, on 19 January 2014 - 07:34 PM, said:


I tried your locust NARC build...
A) you forgot 3 heat sinks... which forces you to find 3 tons (I dropped the ams, mpl goes to ml, and shaved some armor points to bring the rest in line... either that or drop a ton of narc ammo)... it's not good.

#164 Sandpit

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Posted 21 January 2014 - 01:18 PM

View PostPrezimonto, on 21 January 2014 - 01:04 PM, said:

I tried your locust NARC build...
A) you forgot 3 heat sinks... which forces you to find 3 tons (I dropped the ams, mpl goes to ml, and shaved some armor points to bring the rest in line... either that or drop a ton of narc ammo)... it's not good.

Would a buff to narc help?

#165 Prezimonto

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Posted 21 January 2014 - 02:00 PM

It's possible. But I think doing away with the damage modifier would make it a much more solid tool. If it countered ECM it would put the NARC into an entirely different type of gameplay for a mech like the locust (and more important).

All told, I still think you've got the best idea to make NARC useful I've heard. Until it gets some serious love it's pretty awful (for it's total cost to equip).

Edited by Prezimonto, 21 January 2014 - 02:07 PM.


#166 Sandpit

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Posted 21 January 2014 - 02:06 PM

Well I think there's been a few ideas here that were "good" I'd like to see what PGI thinks about it

#167 Sandpit

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Posted 22 January 2014 - 11:33 AM

View PostPaul Inouye, on 22 January 2014 - 11:20 AM, said:

After reading through that lovely NARC thread, I'm going to side with you guys and do 2 things to it.

First off, NARC will no longer be disabled/knocked off through damage. It will last its full duration.

Secondly, NARC will receive the EMP effect on ECM.

This will likely come shortly after Feb 4th due to the size of the Feb 4th patch.


Peace out - :)

http://mwomercs.com/...-a-narc-update/

Wow, even I'm impressed!

#168 Trauglodyte

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Posted 22 January 2014 - 11:51 AM

View PostSandpit, on 22 January 2014 - 11:33 AM, said:

http://mwomercs.com/...-a-narc-update/

Wow, even I'm impressed!


My senses are tingling...



....wait! :)

#169 Sandpit

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Posted 22 January 2014 - 01:17 PM

It just shows that they DO listen to feedback and I think everyone did a great job throwing around ideas (regardless of my opinion on some of those ideas) and good solid feedback kept on-topic works wonders. I really am impressed

#170 Prezimonto

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Posted 22 January 2014 - 01:27 PM

Pretty amazing! I'm glad it's getting some love.

#171 DocBach

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Posted 22 January 2014 - 01:29 PM

Sandpit, start commenting on my Beagle thread:

http://mwomercs.com/...__fromsearch__1

#172 AntiSqueaker

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Posted 22 January 2014 - 02:35 PM

Posted Image

#173 Sandpit

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Posted 22 January 2014 - 04:28 PM

For any mods perusing through here and everyone that's been contributing I'd like to keep this thread open and we could use it for feedback once the buff gets implemented. It might help keeping it centralized and reduce the inevitable 230498230498 threads that will undoubtedly pop up

#174 DocBach

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Posted 22 January 2014 - 07:54 PM

Not going to happen - first day it comes online live, you'll have sixteen threads dedicated to how overpowered it is

#175 Coralld

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Posted 22 January 2014 - 07:59 PM

View PostSandpit, on 22 January 2014 - 04:28 PM, said:

For any mods perusing through here and everyone that's been contributing I'd like to keep this thread open and we could use it for feedback once the buff gets implemented. It might help keeping it centralized and reduce the inevitable 230498230498 threads that will undoubtedly pop up

A single thread for a sing topic for once? That would be nice.

View PostDocBach, on 22 January 2014 - 07:54 PM, said:

Not going to happen - first day it comes online live, you'll have sixteen threads dedicated to how overpowered it is

You know, there is that test server that's used for, well, testing.

#176 DocBach

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Posted 22 January 2014 - 08:01 PM

What's the test server have anything to do with dupe posters?

#177 FupDup

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Posted 22 January 2014 - 08:02 PM

View PostDocBach, on 22 January 2014 - 08:01 PM, said:

What's the test server have anything to do with dupe posters?

I think what he means is, the PTS could be used to determine if the changes would end up being overpowered (people wouldn't make dupe threads about an OP item if the item isn't OP). At least that's the way I interpreted it.

#178 Prezimonto

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Posted 22 January 2014 - 08:06 PM

View PostDocBach, on 22 January 2014 - 07:54 PM, said:

Not going to happen - first day it comes online live, you'll have sixteen threads dedicated to how overpowered it is

I'd like this, but it you're right, and they'll be wrong and it makes me sad that it's going to happen anyway.

#179 DocBach

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Posted 22 January 2014 - 08:13 PM

It doesn't matter how well or poorly balanced a weapon or piece of equipment is, someone will blame their failures on it and come to post about it on the forums.... ignoring the pages of duplicate threads already complaining about it.

Edited by DocBach, 22 January 2014 - 08:14 PM.


#180 Chronojam

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Posted 22 January 2014 - 08:15 PM

View PostCoralld, on 22 January 2014 - 07:59 PM, said:

A single thread for a sing topic for once? That would be nice.

You know, there is that test server that's used for, well, testing.

Remind me again when the test server was used for balance testing or real user feedback. UI 2.0, DirectX 11, Third Person... and what? The 12v12 testing that started the whole thing five months ago was a stress test more than an actual balance test, and as we've seen (and heard about in Paul's other news update) the 12-0 rolls still happen.

Of course, third person was going to happen regardless of server feedback. UI 2.0 is proceeding as initially designed despite several rounds of negative feedback, with only a nebulous "updates soon after." Which is exactly what we heard when DirectX 11 was ~temporarily removed~ back in 2012.

Historically you're lucky to get test server access two days a month, for a pair of two-hour test sessions. During work hours for America. I understand they want to concentrate when people are around for metrics and whatnot, but that's a real shame to leave it so horribly underutilized.

Change some numbers for SRMs or NARC or Autocannons and leave the thing running all weekend!





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