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Steps To Improve The Mwo Experience


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#1 XxXAbsolutZeroXxX

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Posted 09 July 2014 - 07:24 PM

A list of suggestions~

#1 Streak SRM's could use a *manual fire option* for instances when an enemy mech overheats, shuts down, and becomes untargetable.

#2 An off & on toggle option for tag could be useful. That way you wouldn't need to constantly hold the button down.

#3 BAP could use a buff against ECM. In its current implementation, BAP does too little. On a pound for pound basis, guardian ECM weighs 1.5 tons. BAP weighs 1.5 tons. ECM does far more than BAP does in terms of scope and functionality. Circumstances may be unbalanced there, at close ranges inside 200-300 m.

#4 Smoke grenades / ammunition. Since we have infrared heat vision, the next progression may be to incorporate weaponry that obscures normal visuals forcing players to switch to heat vision on-the-fly to successfully view their surroundings.

#5 AC-2 range buff. I can't justify it, its a personal preference.

#6 NARC buff. HUD and GUI icons to designate an enemy mech is NARC'ed.

#7 HUD display settings. Not sure what the default HUD scale is. It may be something like 1,000 meters? Being able to toggle between (for example) 1,000 meters, 700 meters, 500 meters and 300 meters could be useful in some scenarios. Sometimes, its difficult to tell if an enemy is in front of you or behind you if they're really close. Switching to a smaller scale HUD would make brawling at short ranges easier. It would be easier to tell where someone is.

#8 A map with no cover anywhere. Nothing but flat surface. Map objects like tunnels, basements and hills are a distraction at times, lending people a false sense of security. A map where people had no illusions about hiding or escaping. And no elbow room to do anything other than duke it out with the other team would make for a nice change of pace. It would facilitate players learning the basic fundamentals of team play. Something that may be lacking in the status quo.

#9 An option to map 100% reverse throttle to a keyboard / joystick button. AFAIK, no one uses the 10%, 20%, 30% forward throttle options. The only ones used are 100% forward, throttle up, throttle down, full stop (brake) and reverse throttle. Reverse throttle doesn't work too well as it cycles from 100% forward down to 0% forward. Then, it works its way up to 100% reverse. An option to shortcut past the throttle cycling and move directly to 100% reverse would be nice.

#10 An option to map *torso twist right*, *torso twist left*, *elevate torso up* and *depress torso down* to keyboard buttons. Its possible to torso twist and elevate / depress with a mouse, but there is no keyboard button equivalent for non mouse or non touchpad based play. I think some old school players actually prefer aswd keys for torso twisting and elevating / depressing. It may be better to map a keyboard button to torso twisting, sometimes. With a mouse you can click and drag repeatedly to torso twist. There can be a brief hesitation inbetween click and drag cycles where your torso doesn't move. Mapping torso twist to a keyboard button can offer an advantage in not having to click and drag & ensuring your torso stays in constant motion.

#11 An option to toggle AMS off & on. Sometimes, if you're trying to hide or move undetected your position will be given away by your AMS firing at LRM's that aren't aimed at you. Other times, if you're in a tunnel or basement your AMS ammo will be wasted on LRM's that have zero chance of connecting. An option to toggle AMS *off* could help with stealth and ammo conservation.

#12 Heat vision and night vision are both limited in terms of reducing your range of vision. You can't see as far in night vision or heat vision as you can in the normal visual mode. Not sure if that's something that needs to be fixed.

#13 An option to reduce mouse sensitivity and acceleration while in visual zoom mode. It seems like a mech torso twists at the same speed zoomed in at 4.4x maximum as it does while at normal 1:1x zoom. It makes the zoomed visual modes feel sketchy and unstable. While zoomed in, it might be better if a mech torso twisted at a slower rate than it did at normal zoom. That could make it feel less skittish and inaccurate.

.... I'll post more later if I remember the other things I noticed that might be improved.

:P

.

Edited by I Zeratul I, 09 July 2014 - 07:28 PM.


#2 Karamarka

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Posted 09 July 2014 - 07:37 PM

Crysis 1/2 on the Cryengine 1/2 had VOIP

MWO doesn't. It's on the Cryengine 3.

Edited by Karamarka, 09 July 2014 - 07:37 PM.


#3 Shiroi Tsuki

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Posted 09 July 2014 - 08:30 PM

1.Very unlikely that would happen, this would pretty much buff the Streaks to the point where the standard SRM 2 isn't a viable option anymore. If I remember it correctly, a Streak does a total damage of 5 and a SRM 2 does 4. If you made it so you can just dumb fire the streaks, the SRM 2 is pretty much useless. Not to mention that SRM 2 is inaccurate compared to the streaks. Besides, if an enemy shutdown, wouldn't it be better to use your lasers (or ballistic) instead?

2. I really like this idea, and I can see it being implemented in the game. I can't see why they shouldn't do this

4. I like the idea, but there can't be too much smoke or for the smoke to last too long. I don't think that they would add this, since they have to follow the BT lore. If there is a smoke launcher weapon for mechs in BT universe, then it's possible to have this

10. I also like this idea, but i don't think there's enough buttons in a regular keyboard xD

11. I can see why you want an OFF feature for the AMS, but if you had this feature, A LOT of the players will be selfish and will only turn it on when missiles are targeting them. MWO is a team based game, we can't have selfish players

12. I don't think the Thermal/NVG needs any change. I agree that it sucks when you're sniping at River city night, and you can't see much at long range. But if you made it so that you can see further with the Thermal and NVG, it would mean that those 2 is a must in River city night. There shouldn't be a must. Besides, there's a trade off, See clearly OR See further but unclearly.

13. I agree, scoring headshots at long range is quite hard if your mouse sensitivity is high. You could lower your sensitivity at the settings, but the trade off is that your mech twist movement is slower, meaning at CQB, you're gonna have a bad time. I like this idea, but I think they should keep it as it is, this way sniping while require more skill. If you think about it, snipers are supposed to be the king of long range combat, but if they also do well in CQB, this would be giving them a little too much power.

#4 Noth

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Posted 09 July 2014 - 08:57 PM

6 is already in. there is an icon that pops up on a target when it is narc'd.

8 is not going to happen ever.

12. Thermals and night vision restrict vision range on purpose.

Edited by Noth, 09 July 2014 - 09:01 PM.


#5 Scurry

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Posted 09 July 2014 - 08:58 PM

View PostShiroi Tsuki, on 09 July 2014 - 08:30 PM, said:

1.Very unlikely that would happen, this would pretty much buff the Streaks to the point where the standard SRM 2 isn't a viable option anymore. If I remember it correctly, a Streak does a total damage of 5 and a SRM 2 does 4. If you made it so you can just dumb fire the streaks, the SRM 2 is pretty much useless. Not to mention that SRM 2 is inaccurate compared to the streaks. Besides, if an enemy shutdown, wouldn't it be better to use your lasers (or ballistic) instead?


IIRC, Streak damage was nerfed to be equal to Standard SRMs when clans came in.

For #1, Beagle probes let you keep target within a certain range.

Concerning #6, there is already an indicator over enemy Mechs when they are Narc'ed.

#6 Shiroi Tsuki

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Posted 09 July 2014 - 10:30 PM

View PostScurry, on 09 July 2014 - 08:58 PM, said:


IIRC, Streak damage was nerfed to be equal to Standard SRMs when clans came in.

For #1, Beagle probes let you keep target within a certain range.

Concerning #6, there is already an indicator over enemy Mechs when they are Narc'ed.

Looks like I'm a little out dated then. My apologies for using wrong information

#7 Galenit

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Posted 10 July 2014 - 01:35 AM

View PostShiroi Tsuki, on 09 July 2014 - 08:30 PM, said:

12. I don't think the Thermal/NVG needs any change. I agree that it sucks when you're sniping at River city night, and you can't see much at long range. But if you made it so that you can see further with the Thermal and NVG, it would mean that those 2 is a must in River city night. There shouldn't be a must. Besides, there's a trade off, See clearly OR See further but unclearly.

You found the cause why it was reduced in range some time ago. ;)

#8 MonkeyCheese

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Posted 10 July 2014 - 01:52 AM

View PostI Zeratul I, on 09 July 2014 - 07:24 PM, said:

A list of suggestions~



1. dumfire streaks exist they are called srm2s they work well.

2. I believe that is on a to do list but it isn't that important I guess.

3. Bap works fine vs a single ecm. It reduces target time too.

4. I hope not. I have heard of plenty of people complaining about smoke effects on maps like HPG and River City and how they lag out your fps.

5. you mean a range unnerf.

6. 100% agree

7. Map zoom is a HELL YES for me.

8. yuck. I want the reverse of that. nothing but a solid city block with giant buildings long city streets and little dark alleyways.

9. yes please.

10. no interest in this topic

11. I believe that is on a to do list but it isn't that important I guess.

12. It is a nerf. the old style vision modes were too useful back in the day, lots of people including myself would run around in nothing but heat vision all the time, including the giant alpine map. use to look like this http://4.bp.blogspot...at+at+night.jpg

13. could be useful.

#9 Cavendish

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Posted 10 July 2014 - 02:08 AM

1) Yes, the SSRM weights more so a little flexibility wont hurt. Considering just how much ECM there is on the field today the meager "counter one ECM" function of the BAP is laughable, should cancel ALL ECM in the radius.

2) Definatly

3) Not sure....

4) Wont really help due to that red marker showing you where the enemy is anyhow, unless you wanted it to obscure sensors too.

5) *shrug*

6) Yes

7) Oh yes

8) Erm....nope.

9) Handy

10) Dont see the point of it, would be worse then even HOTA

11) Oh god yes

12) I belive it is supposed to be a tech limitation and a reason to not run it 24/7

13) While handy, do we really want even more pinpoint shots at this stage of the game?

View PostShiroi Tsuki, on 09 July 2014 - 08:30 PM, said:

11. I can see why you want an OFF feature for the AMS, but if you had this feature, A LOT of the players will be selfish and will only turn it on when missiles are targeting them. MWO is a team based game, we can't have selfish players


Its more the fact that besides giving up your position, the current AMS systems happily tries to shoot down missiles through mountains, tunnel roofs, platforms..... wasting huge amounts of ammo. I want to be able to save my ammo when I am in the tunnel on Forest Colony thank you.

#10 Shiroi Tsuki

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Posted 10 July 2014 - 06:15 AM

View PostGalenit, on 10 July 2014 - 01:35 AM, said:

[/size]
You found the cause why it was reduced in range some time ago. ;)

Never knew... I just simply looked at it from the balancing perspective

#11 Shiroi Tsuki

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Posted 10 July 2014 - 06:19 AM

View PostCavendish, on 10 July 2014 - 02:08 AM, said:

1) Yes, the SSRM weights more so a little flexibility wont hurt. Considering just how much ECM there is on the field today the meager "counter one ECM" function of the BAP is laughable, should cancel ALL ECM in the radius.

2) Definatly

3) Not sure....

4) Wont really help due to that red marker showing you where the enemy is anyhow, unless you wanted it to obscure sensors too.

5) *shrug*

6) Yes

7) Oh yes

8) Erm....nope.

9) Handy

10) Dont see the point of it, would be worse then even HOTA

11) Oh god yes

12) I belive it is supposed to be a tech limitation and a reason to not run it 24/7

13) While handy, do we really want even more pinpoint shots at this stage of the game?



Its more the fact that besides giving up your position, the current AMS systems happily tries to shoot down missiles through mountains, tunnel roofs, platforms..... wasting huge amounts of ammo. I want to be able to save my ammo when I am in the tunnel on Forest Colony thank you.

Isn't that more of a bug? Most of my Mechs have AMS, and I don't remember that from happening to me

#12 Andross Deverow

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Posted 10 July 2014 - 06:32 AM

Return the AC2 firing rate to where it was or reduce the jamb rate of the IS UAC so we have a cockpit rattling DAKKA to compete with Clan DAKKA screen rattling burst fire AC's

Regards

#13 Screech

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Posted 10 July 2014 - 06:39 AM

Mostly bad to meh.

#14 Barghest Whelp

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Posted 10 July 2014 - 08:23 AM

1. I think streaks need a rework from the ground up

2. Should have been like that from the beginning

3. BAP in general needs a buff. Really doesn't appear all that useful to me

4. AFAIK there should be no problems lore wise. I seem to recall someone mentioning that mechs have this as standard in the literature. Not just smoke, but also chaff and flare. Would be cool in night maps to just light up a whole area. Chaff might be OP vs. LRM, but it would require skill to use, so maybe it would be ok. Smoke, well, the biggest problem is lag, and I don't really see it happening. In fact, I don't see any of them being implemented due to netcode/server limitations. I heard that's the reason we won't see destructable terrain either. Besically, when you shoot a tree, you see it falling, but nobody else does, and they don't know how to fix this. Same problem applies to smoke. I often don't see the smoke from airstrikes (or atrillery strike, don't know which one uses the smoke signal).

5. Don't see why not. AC2's could use some love IMO

6. NARC seems to be in a good place ATM

7. Could be useful. Personally I'd like a rework of the UI to make the map resizable, or at least have more options

8. I think exactly the opposite is needed. A map that forces you to engage at knife fighting range. Like a labyrinth, a tunnel network, you get the idea. The reasoning being that if we had some close range maps to balance out the long range maps, it might help shift the game more away from the current LRM/PPC/GAUSS snipe fest. I think one of the major reasons why so many are complaining about the current meta is that the current maps lend themselves very well to it

9. Better throttle control would be more than welcome

10. Sorry, but I really don't see the point of this. Maybe I'm just being ignorant.

11. Don't care about AMS since I don't use it. If people would view this as a boost to AMS, then I'm all for it as I don't use AMS because I feel it's copletely useless. Even when my team mates have AMS I just feel that they wasted the tons on useless garbage

12. This was implemented in order to balance heat vision with other vision modes. Before this everyone was playing "Blue screens with little green/yellow/red blobs". Trust me, it wasn't fun getting hit while hiding behind some trees from more than 800m away on forest colony

13. I see it as useful but I'm not sure sniping really needs any help ATM.

Also, voice comms would go a long way to help a team game. I know you can join a group, but the fact is most of us don't wan't to commit to being on voice comms with a bunch of mouthbreathers for 4 hours stright.

#15 Mcgral18

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Posted 10 July 2014 - 08:39 AM

View PostShiroi Tsuki, on 10 July 2014 - 06:19 AM, said:

Isn't that more of a bug? Most of my Mechs have AMS, and I don't remember that from happening to me


It's working as intended when it shoots through buildings and tunnels. It also destroys the missiles through cover fine, since it isn't a physical projectile but just a particle effect.

Calculation is done like the MG, instantly, hitscan.

#16 XxXAbsolutZeroXxX

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Posted 11 July 2014 - 05:38 PM

View PostKaramarka, on 09 July 2014 - 07:37 PM, said:

Crysis 1/2 on the Cryengine 1/2 had VOIP

MWO doesn't. It's on the Cryengine 3.


I've seen that brought up before. Tried to focus on less obvious things.

View PostNoth, on 09 July 2014 - 08:57 PM, said:

6 is already in. there is an icon that pops up on a target when it is narc'd.

8 is not going to happen ever.

12. Thermals and night vision restrict vision range on purpose.


6. Does it really? I never noticed a NARC icon, even when I've used NARC.

8. I think a map with no cover or objects in it would be extremely easy to make from a game development perspective. It would also be inexpensive. It wouldn't necessarily need to be fugly or low quality. It could be like the flat surface grid arena on tron legacy as some form of digital level like what one might expect from a mech training simulator used for training purposes.



View PostScurry, on 09 July 2014 - 08:58 PM, said:

IIRC, Streak damage was nerfed to be equal to Standard SRMs when clans came in.

For #1, Beagle probes let you keep target within a certain range.

Concerning #6, there is already an indicator over enemy Mechs when they are Narc'ed.


A streak SRM-2 weighs 1.5 tons versus a regular SRM-2 weighing 1 ton. I think a streaks rate of fire & DPS is much lower than normal SRM's.

In the past when I've used BAP, I haven't noticed it make a difference versus ECM. I've been within 100-200 meters of an ECM mech and still been unable to detect them.

View PostMonkeyCheese, on 10 July 2014 - 01:52 AM, said:


1. dumfire streaks exist they are called srm2s they work well.

2. I believe that is on a to do list but it isn't that important I guess.

3. Bap works fine vs a single ecm. It reduces target time too.

4. I hope not. I have heard of plenty of people complaining about smoke effects on maps like HPG and River City and how they lag out your fps.

5. you mean a range unnerf.

6. 100% agree

7. Map zoom is a HELL YES for me.

8. yuck. I want the reverse of that. nothing but a solid city block with giant buildings long city streets and little dark alleyways.

9. yes please.

10. no interest in this topic

11. I believe that is on a to do list but it isn't that important I guess.

12. It is a nerf. the old style vision modes were too useful back in the day, lots of people including myself would run around in nothing but heat vision all the time, including the giant alpine map. use to look like this http://4.bp.blogspot...at+at+night.jpg

13. could be useful.


3. Do you normally use BAP with tag? In the past BAP by itself hasn't worked for me.

4. That's a good point. Smoke FX can be laggy and graphically intensive. The smokestacks on caustic valley don't seem to make much difference, though.

12. Old heat vision modes were... "too useful"? lol wat

View PostCavendish, on 10 July 2014 - 02:08 AM, said:

1) Yes, the SSRM weights more so a little flexibility wont hurt. Considering just how much ECM there is on the field today the meager "counter one ECM" function of the BAP is laughable, should cancel ALL ECM in the radius.

2) Definatly

3) Not sure....

4) Wont really help due to that red marker showing you where the enemy is anyhow, unless you wanted it to obscure sensors too.

5) *shrug*

6) Yes

7) Oh yes

8) Erm....nope.

9) Handy

10) Dont see the point of it, would be worse then even HOTA

11) Oh god yes

12) I belive it is supposed to be a tech limitation and a reason to not run it 24/7

13) While handy, do we really want even more pinpoint shots at this stage of the game?

Its more the fact that besides giving up your position, the current AMS systems happily tries to shoot down missiles through mountains, tunnel roofs, platforms..... wasting huge amounts of ammo. I want to be able to save my ammo when I am in the tunnel on Forest Colony thank you.


4. I think smoke grenades and such would mainly affect line of sight based weapons.

10. Being able to torso twist quickly by pressing a button could be an advantage for hunchbacks and mechs that torso twist quickly to protect one side.

View PostBarghest Whelp, on 10 July 2014 - 08:23 AM, said:

1. I think streaks need a rework from the ground up

2. Should have been like that from the beginning

3. BAP in general needs a buff. Really doesn't appear all that useful to me

4. AFAIK there should be no problems lore wise. I seem to recall someone mentioning that mechs have this as standard in the literature. Not just smoke, but also chaff and flare. Would be cool in night maps to just light up a whole area. Chaff might be OP vs. LRM, but it would require skill to use, so maybe it would be ok. Smoke, well, the biggest problem is lag, and I don't really see it happening. In fact, I don't see any of them being implemented due to netcode/server limitations. I heard that's the reason we won't see destructable terrain either. Besically, when you shoot a tree, you see it falling, but nobody else does, and they don't know how to fix this. Same problem applies to smoke. I often don't see the smoke from airstrikes (or atrillery strike, don't know which one uses the smoke signal).

5. Don't see why not. AC2's could use some love IMO

6. NARC seems to be in a good place ATM

7. Could be useful. Personally I'd like a rework of the UI to make the map resizable, or at least have more options

8. I think exactly the opposite is needed. A map that forces you to engage at knife fighting range. Like a labyrinth, a tunnel network, you get the idea. The reasoning being that if we had some close range maps to balance out the long range maps, it might help shift the game more away from the current LRM/PPC/GAUSS snipe fest. I think one of the major reasons why so many are complaining about the current meta is that the current maps lend themselves very well to it

9. Better throttle control would be more than welcome

10. Sorry, but I really don't see the point of this. Maybe I'm just being ignorant.

11. Don't care about AMS since I don't use it. If people would view this as a boost to AMS, then I'm all for it as I don't use AMS because I feel it's copletely useless. Even when my team mates have AMS I just feel that they wasted the tons on useless garbage

12. This was implemented in order to balance heat vision with other vision modes. Before this everyone was playing "Blue screens with little green/yellow/red blobs". Trust me, it wasn't fun getting hit while hiding behind some trees from more than 800m away on forest colony

13. I see it as useful but I'm not sure sniping really needs any help ATM.

Also, voice comms would go a long way to help a team game. I know you can join a group, but the fact is most of us don't wan't to commit to being on voice comms with a bunch of mouthbreathers for 4 hours stright.


3. I agree on BAP being underpowered.

8. Good point. Short ranged maps geared for brawling could help balance things out in terms of poptarts and long ranged sniperfests.

10. A button could be an advantage for speed torso twisting. Like say with a hunchback where some might want their quasimodo esque attributes exposed for as short a time as possible.

#17 Deathlike

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Posted 11 July 2014 - 05:53 PM

View PostI Zeratul I, on 09 July 2014 - 07:24 PM, said:

#1 Streak SRM's could use a *manual fire option* for instances when an enemy mech overheats, shuts down, and becomes untargetable.


I think you are forgetting that Streak boats tend to use BAP (it's practically mandatory because of ECM), and that a secondary bonus of BAP is detecting shutdown mechs. So.. at 120m or so, you can still shoot streaks at your overheated target.

#18 XxXAbsolutZeroXxX

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Posted 11 July 2014 - 05:59 PM

View PostDeathlike, on 11 July 2014 - 05:53 PM, said:


I think you are forgetting that Streak boats tend to use BAP (it's practically mandatory because of ECM), and that a secondary bonus of BAP is detecting shutdown mechs. So.. at 120m or so, you can still shoot streaks at your overheated target.


If you're 120 meters from a shutdown mech. You're close enough to see them without BAP, making BAP redundant.

120m is too short a range to be useful, imo. 200-300m would be better. Still enough to protect ECM mechs from LRM's, but not so much as to make streaks or BAP's shutdown mech ability useless.

Edited by I Zeratul I, 11 July 2014 - 06:00 PM.


#19 Deathlike

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Posted 11 July 2014 - 06:06 PM

View PostI Zeratul I, on 11 July 2014 - 05:59 PM, said:

If you're 120 meters from a shutdown mech. You're close enough to see them without BAP, making BAP redundant.

120m is too short a range to be useful, imo. 200-300m would be better. Still enough to protect ECM mechs from LRM's, but not so much as to make streaks or BAP's shutdown mech ability useless.


...

You're missing the point. When a mech is shut down, you can't get a missile lock on them normally... the only other piece of equipment that can counter that is the UAV and TAG (IIRC).

My point was that if you are using Streaks and BAP, there isn't really an issue to get the lock that you need outside of the fact that you'd need to close on the target.

#20 XxXAbsolutZeroXxX

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Posted 11 July 2014 - 06:23 PM

View PostDeathlike, on 11 July 2014 - 06:06 PM, said:


...

You're missing the point. When a mech is shut down, you can't get a missile lock on them normally... the only other piece of equipment that can counter that is the UAV and TAG (IIRC).

My point was that if you are using Streaks and BAP, there isn't really an issue to get the lock that you need outside of the fact that you'd need to close on the target.


Let's say you're in a medium, heavy or assault mech that doesn't go faster than 100 kph.

You're trying to get within 120 meters of an ECM cicada or ECM raven moving at 130 kph to achieve BAP lock. You would never be able to run them down & get inside 120 m to where your streaks were useful.

Even if they run to where they're within 120 meters of you, it can be tough (if not impossible) to hold your crosshairs on them long enough to get lock while they're constantly circling you.

You could lock on with a TAG laser. TAG weighs only 1.0 tons consuming 1 slot, whereas BAP weighs 1.5 tons and takes up 2 slots. Should BAP do more considering it weighs more than a TAG and consumes more slot space? Yes, it should.

Streaks have a range of 270 meters. BAP makes streaks useful against ECM at less than half of its full range.

Being within 120 meters of an ECM mech isn't always an option. In some fights you'll never get close enough and streaks with BAP won't amount to more than dead weight.

Edited by I Zeratul I, 11 July 2014 - 06:23 PM.






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