

Let Ams Shooting In A Mech That Is In Air
#41
Posted 24 February 2014 - 01:45 AM
Lets put these other devices in EXACTLY the format that everyone (I guess) is asking:
"I cant get behind the enemy so I should have jump jets to do it for me"
"I cant stay out of los, so i should have ecm do it for me"
"I cant walk 20% closer to an enemy, so bap should do it for me"
"I cant lead targets with 3xssrm2 , so streaks should do it for me"
The use of "cant" in all of these cases, including sandpits is a point of opinion. The pilot in all cases is giving up tonnage for a different gameplay dynamic. They also have limitations, as would a pont defense ams- ammo, maybe bone system targetting, and a ready counter: stay out of range.
#42
Posted 24 February 2014 - 01:35 PM
#43
Posted 24 February 2014 - 02:00 PM
Sekzone, on 24 February 2014 - 01:35 PM, said:
Exactly as a machine gun... except it had a range of 30m (one hex).
Manually aimed, with a 40m range (1/3rd of the MWO MG's 120m range) and mutually exclusive with its AMS capabilities I have no issue with it.
#44
Posted 24 February 2014 - 02:02 PM
Quote
Doesnt have to be 30m. Can be 120m.
Lots of other things were changed from TT to MWO.
#45
Posted 24 February 2014 - 02:27 PM
#46
Posted 24 February 2014 - 03:43 PM
Sandpit, on 24 February 2014 - 02:27 PM, said:
Because you are doing it in a brawling range.
My idea is to make it happen when you trying to jump around in BRAWLING RANGE!!!
It won't happen if you are at distance.
And light mechs are... you know who they are!!!
#47
Posted 24 February 2014 - 04:24 PM
Khobai, on 23 February 2014 - 03:54 PM, said:
I said it should shoot all enemy mechs not just the JJing ones. Whether its manual or automatic doesnt matter to me, but you should be able to fire your AMS like machine guns. Because then taking AMS is a lot more worthwhile, since you can still use it as an extra machine gun, if the enemy has no missiles.
.
So now it would shoot any mech in range? Guess that's one way to make the two AMS Locust better.
Really guys? 3 pages on this idea? Must be a slow day on the forums.
#49
Posted 24 February 2014 - 05:04 PM
Sandpit, on 23 February 2014 - 01:28 AM, said:
you never did answer my question of why a light should get shot down by AMS while jumping around or over another mech, getting out of harm's way, scouting, etc.
I'm interested to know why you think lights should get punished for "abusing" their jump jets
I guess the counter argument is, why not? It's a really high accuracy machine gun... if they treated it like a really high range and accuracy machine gun(auto targeting and selections closest point on the mech which would usually be the feet) vs. any targeted mechs above your position, and allowed you to turn them on or off (default off), I wouldn't have a problem with it. And I do mean treat it as an MG with a bit more range and accuracy, including damage and fail damage vs. armor that can only target things in the arc above your mech.
I really don't think it would affect most light mechs... good lights rarely JJ willy-nilly around people except to get out of line of sight. This would have a greater impact on larger slower mechs who can't get out of range so quickly.
Also consider that AMS should preferentially still target missiles... so if your team wanted to help cover that light... keep a stream of missiles going and the AMS wouldn't target the mech. Thus encouraging team work.
Edited by Prezimonto, 25 February 2014 - 05:23 AM.
#50
Posted 24 February 2014 - 05:27 PM
Maybe the AMS would work against the LRM's a bit? Hmmm...
Yeah... no automated turrets on your mech to punish people for using jumpjets... glad the developers don't listen to every idea posted here.
Edited by oldradagast, 24 February 2014 - 05:34 PM.
#51
Posted 24 February 2014 - 05:31 PM
nemesis271989, on 24 February 2014 - 03:43 PM, said:
Because you are doing it in a brawling range.
My idea is to make it happen when you trying to jump around in BRAWLING RANGE!!!
It won't happen if you are at distance.
And light mechs are... you know who they are!!!
So you're asking for an auto aim mg that shoots lights mechs at short range for using their JJ's for mobility. Gotcha
Uhm, no thanks. I'd rather we stop with easy buttons and an auto aim auto fire auto hit weapon is about as easy as they come. I really have to question the integrity of asking for a weapons that
Aims perfectly at the enemy
Fires automatically without any input from the player
Hits the enemy automatically without any input from the player
You don't see a problem with this? You're asking for an aimbot disguised as AMS.....
#52
Posted 24 February 2014 - 05:42 PM
Sandpit, on 24 February 2014 - 05:31 PM, said:
Uhm, no thanks. I'd rather we stop with easy buttons and an auto aim auto fire auto hit weapon is about as easy as they come. I really have to question the integrity of asking for a weapons that
Aims perfectly at the enemy
Fires automatically without any input from the player
Hits the enemy automatically without any input from the player
You don't see a problem with this? You're asking for an aimbot disguised as AMS.....
Let's not forget laser AMS! No need to load ammo then.
#53
Posted 24 February 2014 - 05:54 PM
I felt it would be more like a harmless weapon against mech's, pinging harmless on the armor without doing much but making noise and ruining a sneak attack.
#54
Posted 24 February 2014 - 06:57 PM
because why not
#55
Posted 24 February 2014 - 10:35 PM
nemesis271989, on 24 February 2014 - 03:43 PM, said:
Because you are doing it in a brawling range.
My idea is to make it happen when you trying to jump around in BRAWLING RANGE!!!
It won't happen if you are at distance.
And light mechs are... you know who they are!!!
If this is your reasoning, then no. Never in a million years.
Jumping around "in BRAWLING RANGE" is not a problem, not a crime, not an abuse. If you can't hit a 'mech that jumps - get better.
The ONLY way this would be acceptable would be if it was
* Manually aimed and fired
* 40m range
* Mutually exclusive with AMS functionality.
If you want an auto-aim, auto-fire, auto-hit MG to help you cope with close quarters combat, I can only say: Learn to play.
Edited by stjobe, 24 February 2014 - 10:36 PM.
#56
Posted 25 February 2014 - 04:44 AM
If AMS had a mode to switch between that would then act like an MG off the torso reticule but removes missile defense at the same time as a result then perhaps that is valid application for the BT equivalence.
#57
Posted 25 February 2014 - 04:48 AM
However it doesnt work on dumbfire missiles such as non targeted dumbplayers.
#58
Posted 25 February 2014 - 05:27 AM
Rushin Roulette, on 25 February 2014 - 04:48 AM, said:
I wouldn't mind if this was a caveat in the current system...
If the mech is running away, it loses lock within a few seconds and the AMS system is too dumb to keep shooting. Add that it should at best have mg damage and range vs. mechs, and only target mechs above you and in flight, and should randomly lock onto a mech location to target... you've got a fairly useless weapon.
heh... actually, let's just skip it. That sounds like actual work for the devs, and they already can't implement features of actual use and fun quickly enough.
#59
Posted 25 February 2014 - 06:39 AM
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