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Suicide-Module
Started by DI3T3R, Jun 11 2014 05:15 AM
16 replies to this topic
#1
Posted 11 June 2014 - 05:15 AM
I haven't thought much about it, so I will just put the idea out there:
"If your Mech gets destroyed, it automatically results in a huge explosion."
This could be done by detonating a shell with a defined damage and damage-radius on the spot of the Mech.
Or the destruction of the Mech would automatically call in an artillery-strike (with delay, off course) on the last position of the Mech.
Would you use that module?
It would be useful if you are a brawler or scout and die near enemy-Mechs. It would be dangerous if you die while standing near teammates.
"If your Mech gets destroyed, it automatically results in a huge explosion."
This could be done by detonating a shell with a defined damage and damage-radius on the spot of the Mech.
Or the destruction of the Mech would automatically call in an artillery-strike (with delay, off course) on the last position of the Mech.
Would you use that module?
It would be useful if you are a brawler or scout and die near enemy-Mechs. It would be dangerous if you die while standing near teammates.
#2
Posted 11 June 2014 - 05:32 AM
Nope! I don't like stackpoling and this would just be another way to produce the same effect.
Also: Suicide rush is a bad idea already. No need to give it any incentive.
Also: Suicide rush is a bad idea already. No need to give it any incentive.
#3
Posted 11 June 2014 - 05:32 AM
OH GOD NO! They would all run light and be suside bombers! Dx The humanity! But it is a good idea but will be so fustrating.
#4
Posted 11 June 2014 - 05:36 AM
i think only time a mech should die with splash damage is during a death by ammo explosion
also it would likely need to be more than 4 tons of ammo going off
in real life rigging your mech with explosives would be done by cultists, desperates in a last stand or people with vastly advanced tech that rely on it for their advantage
in a pvp game that is about skill and knowledge, suicide bombers are not fun
also it would likely need to be more than 4 tons of ammo going off
in real life rigging your mech with explosives would be done by cultists, desperates in a last stand or people with vastly advanced tech that rely on it for their advantage
in a pvp game that is about skill and knowledge, suicide bombers are not fun
#5
Posted 11 June 2014 - 05:40 AM
Naduk, on 11 June 2014 - 05:36 AM, said:
i think only time a mech should die with splash damage is during a death by ammo explosion
also it would likely need to be more than 4 tons of ammo going off
in real life rigging your mech with explosives would be done by cultists, desperates in a last stand or people with vastly advanced tech that rely on it for their advantage
in a pvp game that is about skill and knowledge, suicide bombers are not fun
also it would likely need to be more than 4 tons of ammo going off
in real life rigging your mech with explosives would be done by cultists, desperates in a last stand or people with vastly advanced tech that rely on it for their advantage
in a pvp game that is about skill and knowledge, suicide bombers are not fun
On mechassult 2: Lonewolf the mechs engin/reactour explodes (I think that is what happens). It normaly takes you out instandly if you get caught in it.
#6
Posted 11 June 2014 - 06:12 AM
could be done, maybe something like EngineRating/10 damage spread around your mech as splashdamage. It wouldn't be much, but fun at all. Also suicide bombing would not happen since it would be too ineffective.
#7
Posted 11 June 2014 - 06:22 AM
I don't have a quote but PGI mentioned a long time ago they don't want chassis explosions because ' it would hinder brawling play style '(?). Then again they may change that opinion if face hugging becomes a big deal.
#8
Posted 11 June 2014 - 07:13 AM
I think the Module is a bad idea, but the occasional and very rare reactor explosion could add a nice layer of realism. Say it happens 1 out of 100 (500) times from an Engine Crit. As in the MWO early trailer the people around are warned and have some time to "get away".
#10
Posted 11 June 2014 - 09:20 AM
there as is another good reason for NO exploding mechs ...
MWO is F2P - means that there are a loot idiots out there who would use that funktion to damage their own team at the start - either on purpose or because they want to grind (= join a game, wait till start - blow up). We don't really need that!
MWO is F2P - means that there are a loot idiots out there who would use that funktion to damage their own team at the start - either on purpose or because they want to grind (= join a game, wait till start - blow up). We don't really need that!
#11
Posted 11 June 2014 - 10:41 AM
Just wait for M-Pods: http://www.sarna.net/wiki/M-Pod
Doesn't exactly kill yourself, but does some silly damage up close when used.
Doesn't exactly kill yourself, but does some silly damage up close when used.
#12
Posted 11 June 2014 - 11:38 AM
I do like this idea, but I would like to add the classic possibility of "ejecting" from your mech to avoid a Death. It seems people care about their kill/death ratio and it seems impossible to avoid Death in the event of a loss... which IS impossible to manipulate individually. Eject from mech, avoid the +1 death, the mech would shut down, and if you're the last person in the round the remaining enemies don't have to spend 5 minutes looking for you. If you "Quit Match" then it considers you "disconnected" but the game still registers you as an active mech... so the round doesn't end. I've "opted out" when I've been the last Light mech in a Skirmish and my mech stayed "in battle" for the next 10 minutes. This is not a GOOD feature. Fix it.
I love the Self-Destruct idea but it's just another thing that they would nerf to the ground like everything else. Obviously they would have to put a timer on it, and you cannot use it directly out of spawn like with Air/Artillery strikes. I recommend putting a sensor inside that disables this mechanism when Friendly mechs are within blast radius. But like I said, they would nerf this and it would barely do any damage. Maybe increase the amount of damage done based on the mech's size and how much ammunition is remaining.
I love the Self-Destruct idea but it's just another thing that they would nerf to the ground like everything else. Obviously they would have to put a timer on it, and you cannot use it directly out of spawn like with Air/Artillery strikes. I recommend putting a sensor inside that disables this mechanism when Friendly mechs are within blast radius. But like I said, they would nerf this and it would barely do any damage. Maybe increase the amount of damage done based on the mech's size and how much ammunition is remaining.
#13
Posted 11 June 2014 - 12:19 PM
Just to be clear: I wasn't talking about self-destruct.
#15
Posted 11 June 2014 - 12:36 PM
No. Too much griefing potential. Running into the enemy team is pretty much suicide, and there are mechs that could reliably blow up groups of enemies with this.
#16
Posted 12 June 2014 - 09:09 AM
I would prefer a module that releases an UAV upon death.
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