#961
Posted 20 February 2014 - 07:35 PM
Then take the jump jets off the assault mechs completely. I mean, who the hell actually thought that wasn't just some powergamers wet dream?
Everytime I think about spending money on this game, I start a match... see some stupid crap like that and just close my wallet. It's a shame is what it is.
#962
Posted 21 February 2014 - 08:33 AM
Ordellus, on 20 February 2014 - 07:35 PM, said:
Thats really just not an option, the source material has jets on assaults. The idea is that to get any real utility out of them you're supposed to have at least a few jets, preferably more, which can take up serious weight for assaults. The current system of '1 being enough' is part of that problem, but hopefully they can expand it not to just turn rate but also somehow in the vertical component as well (must lift faster, must lift faster!).
Edited by CapperDeluxe, 21 February 2014 - 08:34 AM.
#963
Posted 21 February 2014 - 08:38 AM
"Don't answer that question."
#964
Posted 23 February 2014 - 03:08 PM
#965
Posted 24 February 2014 - 03:41 AM
Abivard, on 23 February 2014 - 03:08 PM, said:
Agreed. I still would not use em, but that is personal preference.
FYI, CBT has a Jumping Atlas... or at least a Iron Wind Metal mini of one!
Edited by Joseph Mallan, 24 February 2014 - 03:42 AM.
#966
Posted 25 February 2014 - 04:16 AM
Paul Inouye, on 05 February 2014 - 05:09 PM, said:
With Garth gone, Paul is the new Community Manager :-)
Edited by Kmieciu, 25 February 2014 - 04:16 AM.
#967
Posted 25 February 2014 - 07:38 AM
Just my two cents for the non-poptarting HGN pilots.
#969
Posted 25 February 2014 - 07:45 AM
CapperDeluxe, on 20 February 2014 - 06:54 AM, said:
Brilliant! Make the current jump turning rate be only if you have max jets, but scale it down for every jet fewer.
I don't think it fixes all problems with jumping but it seems like an easy and reasonable stepping stone!
I'd make the performance response a curve as well, instead of linear... so fewer JJ than max hurts worse.
#970
Posted 25 February 2014 - 10:35 AM
The jump-jet should be a mobility aiding or recon tool only and the crosshairs should be removed when your mech is not on solid ground. 'Jump sniping' should mean using your jump jet to get to advantageous sniping positions, not jumping and sniping someone in mid-air behind a ridge.
Edited by MizarPanzer, 25 February 2014 - 10:42 AM.
#971
Posted 25 February 2014 - 01:25 PM
Do I jump up this hill? - Yes. Heat is of negligible importance when running from A-B.
Do I jump snipe? - Yes but less often. Maybe consider less PPCs.
Do I hop around in a brawl? - Big tradeoff. Now is when you need spare heat the most.
Do lights suck? - Jenners / Firestarters probably shift towards 5 ML and feel less entitled to JJ every half second. Spiders feel a bit better. Embers are definitely feeling good. Ravens / Cicadas get more play.
#972
Posted 25 February 2014 - 05:14 PM
Prezimonto, on 25 February 2014 - 07:45 AM, said:
well i wouldn't go so far, only because even in table top it was completely linear how far you'd jump precisely based on number jets.
Otherwise may as well just make jets like in Mechwarrior 4 where you either had them or you didn't. But that wasn't very dynamic and I like having options.
Edited by CapperDeluxe, 25 February 2014 - 05:15 PM.
#973
Posted 25 February 2014 - 08:16 PM
#974
Posted 26 February 2014 - 12:09 AM
The armour stops alpha strike insta kills. and renders ghost heat null and void.
The ammo makes brawling viable with the increased armour, turning MW into what it should be... A SLUG FEST.
#975
Posted 26 February 2014 - 06:20 AM
Quote
The armour stops alpha strike insta kills. and renders ghost heat null and void.
The only thing doubling armor again would do is make killing with non AC/PPC builds even more agonizing than it is now, as the effects of damage spread become exaggerated as total armor count increases. AC/PPC would be even MORE optimal, as they don't spread damage, period.
TTK with lasers, missiles, LB-X? Already much slower slugfests. It's the weapons that don't have any spread mechanics that are eating through your CT like a chestburster from Aliens. The more you increase armor, the -better- those weapons become.
#976
Posted 26 February 2014 - 06:34 AM
#977
Posted 26 February 2014 - 10:23 AM
#978
Posted 26 February 2014 - 10:50 AM
Quote
I find it highly amusing that people think a 270m range weapon is the solution to pop-tarting...not to mention that it'd just add another lovely weapon to the poptarter's arsenal, since Victors and Highlanders have plenty of missile hardpoints themselves.
Basically,it's nice but break-even. You get better SRMs, they still get to poptart and lob SRMs that work, too.
#979
Posted 26 February 2014 - 02:29 PM
Cathy, on 26 February 2014 - 10:23 AM, said:
wanderer, on 26 February 2014 - 10:50 AM, said:
I find it highly amusing that people think a 270m range weapon is the solution to pop-tarting...not to mention that it'd just add another lovely weapon to the poptarter's arsenal, since Victors and Highlanders have plenty of missile hardpoints themselves.
Basically,it's nice but break-even. You get better SRMs, they still get to poptart and lob SRMs that work, too.
Effective SRMs will move the sniper / brawler scale. While jump-sniping and jump-brawling are each better than ground-sniping and ground-brawling respectively, they are very different from eachother.
#980
Posted 26 February 2014 - 02:47 PM
Helsbane, on 05 February 2014 - 05:35 PM, said:
*aims for Community Warfare....*
*fires*
*hits cockpit glass....*
Eureka, I think you're onto to something there...
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users