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Possible Future Consumable: Air Dropped Mines

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#21 Weagles

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Posted 20 September 2014 - 08:13 AM

View PostCreovex, on 20 September 2014 - 07:22 AM, said:

Interesting... however I think it would kill legs on lighter mechs even more then they need to....

As for consumables... I view them as something that should be more strategic then damaging... I love the UAVS and encourage things like say
--- "Night Flare" - Use on a night map to flash a nightvision mechs for say 5 seconds
---"Decoy" - drops heat vision decoys for 10 seconds...
--- etc....


AC20s do terrible things to lights as well. In game I shoot spiders with alphas constantly, must be a bad shot because they seem to still kill me. Lights move fast. The mines are visible and with BAP detectable. If you run into a minefield deliberately well I guess there may be some reason for it. If you run into a minefield unknowingly you were not paying attention to the environment. When deploying the delay is 8 seconds, 4 seconds before the mines are visible and 4 seconds after. Lights travel very far in 8 seconds. Direwolfs do not. Good thing a direwolf has more armor in it's legs then a raven has armor.

#22 Razgriz Gundam

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Posted 20 September 2014 - 09:03 AM

my suggestion, Lop all your ideas in a google document so everybody can comment on multiple things. my one gripe is the consistent persistence, and the fact it will force more than a few camp wars where applicable.

#23 divinedisclaimer

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Posted 20 September 2014 - 12:04 PM

I think the ability to pop a squat and place singular heavy mines which detonate after 2-3 seconds of enemy proximity (a light running past would not trigger them) would be really cool. Not as a consumable, but as equipment mechs could bring.

Really though I'd rather just have four more maps.

#24 Appogee

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Posted 20 September 2014 - 01:47 PM

There are too many consumables being used every match already. Let's get back to Mech fighting.

#25 El Bandito

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Posted 20 September 2014 - 05:00 PM

View Postmindwarp, on 20 September 2014 - 07:56 AM, said:


It's not so much that they can't find a way, it's that LB slugs completely invalidate standard AC's. The LB10 is lighter, smaller, cooler and longer ranged. If it had slugs, there would be no reason to take a standard AC10. This was a problem in tabletop too, and resulted in a plethora of different ammo types for the standard AC to try and make them viable.



PGI can just give CD/speed penalty to LBX if it fires slug rounds.

#26 Quxudica

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Posted 20 September 2014 - 05:10 PM

View PostAppogee, on 20 September 2014 - 01:47 PM, said:

There are too many consumables being used every match already. Let's get back to Mech fighting.


All the consumables we have now should be equipment we actually need to install in our mechs, so we are forced to actually build around having them. I really really dislike the whole "pulling a magic card out of your ass" aspect of them being modules. Make air/artillery strikes require .5 ton 1 slot launchers for the flare, make the flare itself ammo capped at 1. Make UAV's require a similar launcher, with the UAV itself as ammo, make coolshot into Coolant Tanks.

Most importantly, all of these things need to be restricted to certain Chassis, these are exactly the kind of things that can help flesh out role warfare. As it is, there's no reason (beyond the overpriced nature of them) to not bring consumables. They have no downside beyond price.

#27 CocoaJin

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Posted 20 September 2014 - 05:40 PM

I'm not sure I want to see yet another absentee weapon to spammed on a small map with well defined travel choke points. This would be much better if first and foremost we had limits to the number of times such absentee consumables could be used...and the maps were much bigger, had double blind spawn in locations and even more preferred, if the maps where large expansive worlds like Planetside2.

Bit for arena play, such a system would quickly move from novelty to, nuisance. Our maps are too small to shoe horn combined arms mechanics into. Matches are already turning into spam gauntlets, they are very much already like navigating a minefield...the last thing we need are actually mines.

Edited by CocoaJin, 20 September 2014 - 05:40 PM.


#28 LordKnightFandragon

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Posted 20 September 2014 - 05:43 PM

Mines? Really? Mines? At this point, just no......Mines are annoying enough in shooters, but in a mech, we would never see them and then BAM......just no......oh dear god no.....

#29 Moonlander

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Posted 20 September 2014 - 05:52 PM

I like this idea. I've also thought about consumables like turrets, beacons that ping the map when an enemy passes it, etc. Kind of like a ward in a MOBA. Turrets could last 20sec or have say, 5-10 shots. Whichever comes first. The wards could last like a minute or so.

EDIT

View PostQuxudica, on 20 September 2014 - 05:10 PM, said:


All the consumables we have now should be equipment we actually need to install in our mechs, so we are forced to actually build around having them. I really really dislike the whole "pulling a magic card out of your ass" aspect of them being modules. Make air/artillery strikes require .5 ton 1 slot launchers for the flare, make the flare itself ammo capped at 1. Make UAV's require a similar launcher, with the UAV itself as ammo, make coolshot into Coolant Tanks.

Most importantly, all of these things need to be restricted to certain Chassis, these are exactly the kind of things that can help flesh out role warfare. As it is, there's no reason (beyond the overpriced nature of them) to not bring consumables. They have no downside beyond price.


I like this too. Lose some tonnage/slots in order to have something like this. They would have to be more powerful, in my opinion tho.

Edited by Moonlander, 20 September 2014 - 05:54 PM.


#30 The Wakelord

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Posted 20 September 2014 - 07:02 PM

View PostWeagles, on 20 September 2014 - 07:12 AM, said:

I agree that it would greatly harm a light mobile mech more than a large mech if they run into the field. In practice I see it more being used to break up death balls. Drop this in the middle of a death ball and watch the mechs scatter. A light can run in and drop an arty strike, mechs that are further back can use the targeting data the light gathers to drop mines on large concentrations of enemy. Every class of mech can benefit or be decimated. The game play would change to adapt to the new potential. Slower or non moving mechs would have less chance of avoiding a field drop of mines. Like any play impacting feature you will either love it or hate it in the drop you are in.

If the goal is to help break apart death balls, then it is no different to the arty/air strike, except for the flavour. If we get a new consumable, it should fill a new role I think, and focus on current metas which the devs feel are harmful to the game (eg: maybe instead of dealing damage, it disables JJs or lowers heat efficiency).

11010101s idea of mines dropped behind you holds some merit to me - but again may do a disproportionate damage to lights unless there was a delay in the mine.





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