

Sniper Mechs?
#1
Posted 23 June 2012 - 08:11 AM
would just like to ask if anyone read anywhere or has already asked about Zoom funtion on the display of any of the mechs in MWO
or maybe it would be better to ask the dev's if this fuction is included in MWO
used in other mech game to get a better view of mechs
and was thinking would be good to use it to take off limbs of other mech, sniper mode.
any one Know ??
it would be cool if it was
i mean it would be cooler if it was
because game play videos look very cool already
#2
Posted 23 June 2012 - 08:16 AM
#3
Posted 23 June 2012 - 08:16 AM
#4
Posted 23 June 2012 - 08:44 AM
#5
Posted 23 June 2012 - 08:47 AM
#6
Posted 23 June 2012 - 08:52 AM

#7
Posted 23 June 2012 - 08:55 AM
Edited by Bagheera, 23 June 2012 - 08:55 AM.
#8
Posted 23 June 2012 - 08:56 AM
captn rentoshi, on 23 June 2012 - 08:52 AM, said:

Snipping in MW will theoretically be different than sniping in another FPS...for one a single shot kill will be much more difficult. Second scouts will have radar to spot and coupled with indirect fire support: it won't be difficult to ruin a sniper's day.
#10
Posted 23 June 2012 - 09:10 AM
#11
Posted 23 June 2012 - 09:11 AM
Missile barrages and sniping are big things in MW, but they are also things that become a lot less viable for the Inner Sphere once the Clans hit. This is one of the areas where the Clans are guaranteed to be superior 1-on-1, and with Mechwarrior being so oriented around shooting this leads to everyone switching over to Clan tech ASAP. I'm interested in seeing what the Devs might do to still make IS viable once the Clans hit.
#12
Posted 23 June 2012 - 09:13 AM
That said... I like the long range weapons and am very interested to how they work the zoom feature
#13
Posted 23 June 2012 - 09:19 AM
captn rentoshi, on 23 June 2012 - 08:52 AM, said:

ER PPC, aaannnndddd...... yeah..... in case you didn't get the memo, the point of the ER PPC, and the Gauss Rifle, and the ER Large Laser, are to be sniper weapons, thats the role they have, thats why they have a super zomgwtfbbq!!one1! range. Oh, and "hide and mess you up", yeah, you're right, who plays BattleTech and uses terrain to their advantage? That's the craziest thing I've ever heard of!
#14
Posted 23 June 2012 - 09:25 AM
captn rentoshi, on 23 June 2012 - 08:52 AM, said:

But you know what is cool? LRMs raining down on you from a guy that doesn't even have LOS on your mech.
The devs should make an effort to make all weapons usable in their intended role. For ER weapons, that means ability to hit at long range.
#15
Posted 23 June 2012 - 09:34 AM
Back in tabletop a couple of my favorite units were the Warrior H-7 and a specific Locust variant.
The warrior was a crazy fast helicopter with an AC-2.
The locust had two LRM5's.
Both were fast as hell and could ping away from a long distance.
To hit penalties when attacking were based on movement tiers, walk, run, ect... so they capped out low.
To hit penalties for the person attacking you are based on how far you move, and these suckers could move.
Basically they could stay at max range, and then even if the enemy had a weapon that could reach them the to hit penalties were stacked one sided. The only disadvantage was ammo, but once again, nothing could stop them from getting away to resupply.
#16
Posted 23 June 2012 - 10:35 AM
Sir Ramen Noodle, on 23 June 2012 - 09:13 AM, said:
I don't need speed to keep up-gunned Mediums from murdering my fire support platforms; that's what Lancemates are for.
#17
Posted 23 June 2012 - 10:49 AM
#18
Posted 23 June 2012 - 10:57 AM
i knew this topic would have + and - out looks from a lot of players
not really after a sit in one spot type game play but just was intrested how the dev's would, if at all implement it
i to hope that it's a better and more useful module
#19
Posted 23 June 2012 - 11:34 AM
The best example would be the Catapult; its stock variant relies primarily on a pair of LRM 15s. In layman's terms, those are big racks of long-ranged missiles. A Catapult can put out a tremendous amount of firepower for its weight from a very healthy distance, but that comes with significant drawbacks. They're slow, they aren't terribly well armored, and they don't have much in the way of weaponry at short range; LRMs are very unwieldy in close combat, and a handful of Medium Lasers won't do much by themselves.
Put together, this means that a Catapult can absolutely be a valuable member of your team; they'll put quite a hurting on your enemies, and potentially do som from out of range of their most dangerous weapons. However, the Catapult won't be the one going out and spotting their own targets; they'll rely on teammates to keep them informed and call their shots. They'll also need allied protection to keep them from getting outright murdered by mobile enemies loaded out for close combat.
Edited by Voyager I, 23 June 2012 - 12:31 PM.
#20
Posted 23 June 2012 - 12:29 PM
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