Edited by ManDaisy, 17 October 2014 - 12:31 PM.
#1
Posted 17 October 2014 - 12:26 PM
#2
Posted 17 October 2014 - 12:28 PM
What are you trying to say?
#3
Posted 17 October 2014 - 12:29 PM
ManDaisy, on 17 October 2014 - 12:26 PM, said:
New IS weapons, quirks, etc, are actually irrelevant. The point of tiers and quirks, is it balances inherent weaknesses to chassis with bonuses.
A SHD-2D2 will not suddenly be obsolete simply because the HBK-4G is now viable for "serious" play.
Though yes, some Butthurt BADs in Comp Clothing will QQ that their faster, more mobile, better hitbox and jump capable Shadowhawk won't fire it's tacked on ac20 as fast as the HBK-4G, so wah wah wah.
#4
Posted 17 October 2014 - 12:30 PM
#5
Posted 17 October 2014 - 12:32 PM
#6
Posted 17 October 2014 - 09:51 PM
Belorion, on 17 October 2014 - 12:32 PM, said:
#7
Posted 17 October 2014 - 10:03 PM
And possibly new old IS cannons like the Thumper and Sniper, Medium and Heavy Rifles, plus the Blazer.
#8
Posted 17 October 2014 - 10:06 PM
Praetor Knight, on 17 October 2014 - 10:03 PM, said:
And possibly new old IS cannons like the Thumper and Sniper, Medium and Heavy Rifles, plus the Blazer.
MECH MORTARS!!!!
Smoke shells pls. Make it useful too, prevents locks through it, acts like an ECM field when inside it, and obscures vision like normal smoke!
Edited by Alek Ituin, 17 October 2014 - 10:06 PM.
#9
Posted 17 October 2014 - 10:15 PM
#11
Posted 17 October 2014 - 10:22 PM
Tezcatli, on 17 October 2014 - 10:15 PM, said:
Side-grades = variety
Straight upgrades = stagnation
EvE Online had (has) the same issue, only T2 and/or Meta 4 modules were (are) useful. Tiericide is fixing that to give each module type a distinct purpose, some have low fitting requirments, others have different bonuses, etc. etc. They did that for the ammunition too, each ammunition type is now more than the damage it deals, they all have benefits and downsides affecting turret performance and range. Basically, revamping everything to be a side-grade, instead of a straight upgrade.
#12
Posted 17 October 2014 - 10:24 PM
#13
Posted 17 October 2014 - 10:25 PM
#14
Posted 17 October 2014 - 10:26 PM
Tezcatli, on 17 October 2014 - 10:15 PM, said:
wut?
Knowing PGI, the new weapons will be straight upgrades for 3-6m and then will be nerfed. PGI isn't the only company that uses this bait and switch tactic to increase upfront revenue, without giving in to power creep over the long term.
As for the OPs point - Some of the soon-to-be-existing perks will help future weapons, some will not. Some of the pre-future-weapon mechs (i.e. current and near term) will benefit from future weapons, some will not.
The main point is that this isn't really an interesting discussion until we can discuss the mounting of a specific future-weapon on a specific current-mech.
#15
Posted 17 October 2014 - 10:27 PM
Johnny Reb, on 17 October 2014 - 10:21 PM, said:
Only thing I wonder is how to handle the 15 crit slots.
Most we get is 12 in a section, so we would need to split the last three.
From this weapon list.
#16
Posted 17 October 2014 - 10:35 PM
Praetor Knight, on 17 October 2014 - 10:27 PM, said:
Only thing I wonder is how to handle the 15 crit slots.
Most we get is 12 in a section, so we would need to split the last three.
From this weapon list.
Doesn't matter, Long Tom.
I can see Jaeger support boats with that huge cannon on one arm, pounding shells downrange to a selected grid square... I can also see some people trying to brawl with twin Long Toms. >_>
Edited by Alek Ituin, 17 October 2014 - 10:35 PM.
#17
Posted 17 October 2014 - 10:41 PM
Alek Ituin, on 17 October 2014 - 10:35 PM, said:
Doesn't matter, Long Tom.
I can see Jaeger support boats with that huge cannon on one arm, pounding shells downrange to a selected grid square... I can also see some people trying to brawl with twin Long Toms. >_>
Hmm... min range would be 120 M, I might be one crazy enough to try and brawl with them, every now and then...
#18
Posted 17 October 2014 - 10:47 PM
Praetor Knight, on 17 October 2014 - 10:41 PM, said:
I like it.
Although... how exactly does one have a 120m minimum range on a ballistic shell... That would be maybe a millisecond or two on a safety fuse. Maybe. (Assuming these are high velocity howitzers) And you can always smack them with your 15 ton cannon (huehuehue) when you inevitably run out of shells!
NEW META: Long Tom brawling!
Edited by Alek Ituin, 17 October 2014 - 10:48 PM.
#19
Posted 17 October 2014 - 10:58 PM
Alek Ituin, on 17 October 2014 - 10:47 PM, said:
I like it.
Although... how exactly does one have a 120m minimum range on a ballistic shell... That would be maybe a millisecond or two on a safety fuse. Maybe. (Assuming these are high velocity howitzers) And you can always smack them with your 15 ton cannon (huehuehue) when you inevitably run out of shells!
NEW META: Long Tom brawling!
I would figure it could function similar to priming the warhead. So hitting before being primed the damage is just kinetic over range; after priming, it does full damage.
So it could use the C-LRM code of reduced damage from 0 to 120 (instead of 0 to 180) that way it could possibly still do some damage to the target as a fired projectile.
Or it could simply bounce off harmlessly under 120 M; and gets armed and deals full damage +120 M and beyond.
I'm open to either method seeing as how this would be IS tech and should be old without sufficient or proper industrialization compared to Clan stuff.
#20
Posted 17 October 2014 - 11:04 PM
Praetor Knight, on 17 October 2014 - 10:58 PM, said:
I would figure it could function similar to priming the warhead. So hitting before being primed the damage is just kinetic over range; after priming, it does full damage.
So it could use the C-LRM code of reduced damage from 0 to 120 (instead of 0 to 180) that way it could possibly still do some damage to the target as a fired projectile.
Or it could simply bounce off harmlessly under 120 M; and gets armed and deals full damage +120 M and beyond.
I'm open to either method seeing as how this would be IS tech and should be old without sufficient or proper industrialization compared to Clan stuff.
I like the only kinetic damage under 120m idea. HOWEVER - If you fire a shell in to the ground at 119m or below, it should prime shortly after, and then act as an indiscriminate land mine that does 15 damage to legs. Or, entire Mechs for the smaller ones.
Cause... Errr.... Screw it, I just want to make mine fields. ;D
Edited by Alek Ituin, 17 October 2014 - 11:05 PM.
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