Volthorne, on 08 April 2014 - 07:44 AM, said:
Literally not able to like this enough, because the forum won't let me.
EDIT to contribute: The only suggestion I would make is link the boating/alpha penalty to number of tubes the 'Mech comes with. That way, natural boats don't get penalized for their stock configuration. IE: an LRM-60 DDC would have a much higher spread vs. an LRM-60 C4.
I would go a slightly different route: Look at the racks the mech has, and if they're meant for SRM's keep the tube limit to 2, 4, or 6, and if stock is an LRM keep the tube limit to the stock missile rack. None of this LRM15's in SRM2 slot business like on the arm of the battlemaster. If they want to fire 10LRM2's and have AMS destroy the whole LRM20 salvo... okay by me. For those extra hard points like on the C4, limit them to one or two sizes less that the stock configuration: so the LRM60C4 is still doable, but it's a difficult build to get working as you give up so much ammo to pack the launchers in. Alternatively, for the catapults, limit the total tubes to the total tubes in the arms. So you can pack 40 tubes in... any way you want. 20, 15/5, 10/10, but if it doesn't fit, it gets the spread.
The exception I suggest is the AWS-8R the true large but boat in the game, give it a real limit higher, just like the 8Q deserves the 3PPC ghost heat exception. The AWS is a bad mech and it could use the love as the model with make it a bad mech always.
DaZur, on 09 April 2014 - 06:01 AM, said:
My contribution:
- LoS target-lock decay period needs to be decreased. In short, lose LoS, lose lock.
The speed increase + the present duration the lock stays active once the LoS is broken makes avoidance extremely difficult. Also reducing the grace-period makes both BAP and the decay module a far more important and viable commodity.
They're already a really important piece of an LRM boat's equipment. I fear if you do this small launchers on non-boat LRM's are the ones that will be affected the most. What I might suggest instead is that without the ability indirect fire(without TAG/NARC/Command Module data) as I suggested above there's enough of a nerf to LRMs that this wouldn't even need to be touched. I would also never consider this if ECM stayed in its current format.
Randalf Yorgen, on 09 April 2014 - 07:27 AM, said:
the advanced target decay module is what causes this problem. Personally I think the mods and the pilot trees are a complete step in the wrong direction and are completely not needed in the game, but that's just me, wanting to pit player skill against player skill, with no augments.
I don't mind them, but I wish they were tied to building your mech and equipment much more tightly. So instead of a side screen of random additions you had multiple pilots (mini-accounts within your overall acount) who each could play for a faction, had their own bank account, and had a largish branching pilot skill tree where you had to focus that pilot into a specific class, specific chassis, and eventually specific variant to get real benefits. Then you've got a much higher long run cap to max out any individual mech, as you essentially have to start a new pilot to work up to really great bonuses.
In addition the modules could be tied to actual mech areas. So every mech head has:
1slot cockpit
2slot life support
2slot sensors
So what if mech variants had different slots on these positions open to fill with modules: the Raven 3L might have 1 sensor slots open for sensors and 1 slot in the cockpit for a "general or any" module. One of it's mech unlocks might be that it enables another module slot on the sensors for a sensors modules when a BAP is equipped.
In a similar fashion modules like Hill climb could go to a gyro on certain mechs/mech variants.
The command module might itself contain 2 "general" module slots in addition to whatever else it does.
Weapons might contain slots for modules as well... so instead of single blanket upgrade, you instead can upgrade each weapon. Large weapons might take more than one slot/upgrade even. As each of these modules comes with a perk and a penalty, I think they could be reasonably balanced.
All told, a giant feature of this game is building mechs: why don't they give us a lot more options for tying this into the setting?