Case And Xl Engine
#1
Posted 03 October 2014 - 02:53 PM
So how do you make CASE relevant? Simple, have it protect the engine like it does in Clan mechs. But if both side torso go, then the mech dies. IS pilots will then have to consider whether worth sacrificing an extra ton and 2 critical slots to make their mechs more durable or use that space/weight for more ammo, weapons, or heat sinks.
#2
Posted 05 October 2014 - 02:03 AM
Extraordinarily overpowered, so I can't support this. If you have any ideas on how to balance it, then go ahead and bring 'em on.
#3
Posted 05 October 2014 - 11:10 AM
#4
Posted 06 October 2014 - 05:54 PM
#5
Posted 06 October 2014 - 07:24 PM
Edited by Leo Kraeas, 08 October 2014 - 09:29 PM.
#6
Posted 06 October 2014 - 07:47 PM
I agree with Leo Kraeas' suggestion. It would improve survivability a little but not by much, since you've lost all armor anyway. An acceptable trade off for 0.5ton and 1 crit slot.
#7
Posted 07 October 2014 - 10:56 PM
Leo Kraeas, on 06 October 2014 - 07:24 PM, said:
What you are describing is even better than CASE II
http://www.sarna.net/wiki/Case_II
Edited by Kmieciu, 07 October 2014 - 10:58 PM.
#8
Posted 08 October 2014 - 09:29 PM
This does mean that my version of CASE would have to do something less than that... Maybe CASE could reduce the damage from ammo explosions by 50% and reduce the chance of critting ammo in the first place. The redirecting function I still think should be ample protection enough to save other components even if the trade off is a massive heat spike from the explosion. (CASE II would likely be a 90% damage decrease, lessened heat spike, and lessened chance of internal damage being crits via the explosion. ((That is of course in addition to the reduced crit chance as above.)))
The lowered crit chance doesn't have to be large; even 3-7% is a worthwhile investment. This item would also allow a special counter-play function to targeting computers which currently increase crit chance by substantial amounts.
#9
Posted 10 October 2014 - 07:09 AM
The term Repair+Rearm is often used to explain CASE and its function with Standard, or in this case an XL Engine. In TT an IS XL engine being hit in the side torso may be fatal, and of course the CASE can protect the pilot from death. And as pointed out repairing may be 'cheaper.' The repair-rearm that used to be in MWO Beta also hardly represented actual BattleTech salvage and repair anyways. MW3 or MW4 had something closer to that during the Single Player portion.
Now in game terms, what does the pilot represent? The pilot is actually the engine. If the is engine is destroyed, you the player are dead, then engine is "you." There is no avatar, one does not have multiple lives or create new characters.
From my point of view, PGI translated CASE wrong in conjunction with XL, because there was an initial focus on attempting to shoe-horn in exact rule behavior of a particular component, but this is not a board game and it doesn't work that well to translate it as such. This is something that Developers of the previous games learned very early on in development of those games and turned out better for not being exact with rule behavior, but rather just close approximation.
One of the other big problems is that they made an IS XL side hit a death no matter what, this is also a poor translation for real-time, instead other solutions could have been decreasing engine speed, reducing torso twist, and reducing heat capacity/dissipation. This would have made Standard more distinctive in retaining full heat capacity, speed, and twist, despite losing torsos, where as the Clan XL and IS XL losing both would become difficult to drive. That is how Mech Warrior 2 used to be - lose the engine crits in side torsos, the Mech became sluggish and speed is cut in half so you did not die and could still fight, but it became more difficult to do so.
So what should CASE actually do for an XL in a game? It should be protecting the engine crits from damage from internal explosion. It needs an in-game benefit in the manner of protecting "you" from death, which is the engine.
#10
Posted 12 October 2014 - 06:15 PM
Quote
What you don't see is the ejection that happens upon engine death. The process is expedited to conserve data sever side.
In reality the pilot would be subject to exhaustion, heat stroke, concussions, and other nasty things that do happen on tabletop.
Simply put, CASE has little merit in MWO. It does offer an opportunity to make another piece of gear that does do something much as the command console does now.
#11
Posted 28 October 2014 - 11:16 AM
#12
Posted 28 October 2014 - 04:01 PM
#13
Posted 28 October 2014 - 04:34 PM
#14
Posted 07 November 2014 - 08:57 AM
Leo Kraeas, on 08 October 2014 - 09:29 PM, said:
This is an excellent suggestion! +1
#15
Posted 07 November 2014 - 10:01 AM
#16
Posted 09 November 2014 - 12:21 AM
#17
Posted 09 November 2014 - 09:55 PM
#18
Posted 10 November 2014 - 04:26 AM
Reasons:
- its better to have 10 crit-able slots in a section with ammunition rather than CASE
- if you choose CASE and ammunition -you can be sure that you will loose half your mech in the moment armor is broken
- mount ammo to the legs - well it will explode but damage transfer is only 50% - you will survive a ammunition explosion even with XL
- blast the complete ammunition out of that location
- deal damage of 2 point per ammunition bin to the mechs internal
- remove the rear armor
#19
Posted 10 November 2014 - 05:55 AM
#20
Posted 13 April 2015 - 01:14 AM
Maccasimus, on 05 October 2014 - 11:10 AM, said:
No its not, it is currently pointless for an XL mech to use case. Only on LFE's this would make sense, But we do not ave them.
Ammo explodes in a leg, or arm, it will transfer to ST, and bye bye mech.
Ammo explodes in ST, byebye mech.
o case only has a point in STD engined mechs. truly underwhelming pointless.
They could also change case to deal, maybe 90% less damage. or 95%, maybe that would also make it less pointless.
Edited by Lily from animove, 13 April 2015 - 01:15 AM.
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