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New Is Weapons Will Obsolete Quirks

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#1 ManDaisy

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Posted 17 October 2014 - 12:26 PM

Which is a good thing. Tier 1 mechs will still hold their position down the line. Perhaps some quirks may still be useful when new weapons come. This preserves old tech usefulness

Edited by ManDaisy, 17 October 2014 - 12:31 PM.


#2 AlmightyAeng

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Posted 17 October 2014 - 12:28 PM

I'm sorry, but I'm taking stupid pills.

What are you trying to say?

#3 Bishop Steiner

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Posted 17 October 2014 - 12:29 PM

View PostManDaisy, on 17 October 2014 - 12:26 PM, said:

Which is a good thing. Tier 1 mechanical will still hold their position down the line.

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 Ph30nix

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Posted 17 October 2014 - 12:30 PM

the quirks will never be obsolete, the older weapons might become obsolete but i honestly doubt that since what we currently have are the staple weapons that have been available in most MW games.

#5 Belorion

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Posted 17 October 2014 - 12:32 PM

What new weapons?

#6 BarHaid

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Posted 17 October 2014 - 09:51 PM

View PostBelorion, on 17 October 2014 - 12:32 PM, said:

What new weapons?
No, no; I get it. What ManDaisy is saying, I believe, is that when PGI introduces the Ultra AC/10 (for example) there will still be mech chassis that have a positive quirk for the old reliable AC/10. Want to get the quirk benefit? Keep the old tech. Not a bad thought IMHO.

#7 Nothing Whatsoever

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Posted 17 October 2014 - 10:03 PM

I'd love to see Mech Mortars!



And possibly new old IS cannons like the Thumper and Sniper, Medium and Heavy Rifles, plus the Blazer.

#8 Alek Ituin

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Posted 17 October 2014 - 10:06 PM

View PostPraetor Knight, on 17 October 2014 - 10:03 PM, said:

I'd love to see Mech Mortars!



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! :D

Edited by Alek Ituin, 17 October 2014 - 10:06 PM.


#9 Tezcatli

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Posted 17 October 2014 - 10:15 PM

Knowing PGI. Rather then letting the new weapons be a straight upgrade. They'll become side grades instead. With weaknesses to make up for their strengths.

#10 Johnny Reb

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Posted 17 October 2014 - 10:21 PM

View PostPraetor Knight, on 17 October 2014 - 10:03 PM, said:

I'd love to see Mech Mortars!



And possibly new old IS cannons like the Thumper and Sniper, Medium and Heavy Rifles, plus the Blazer.

Long Toms for all!

#11 Alek Ituin

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Posted 17 October 2014 - 10:22 PM

View PostTezcatli, on 17 October 2014 - 10:15 PM, said:

Knowing PGI. Rather then letting the new weapons be a straight upgrade. They'll become side grades instead. With weaknesses to make up for their strengths.


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 Hades Trooper

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Posted 17 October 2014 - 10:24 PM

when IS get ultra auto-cannons they better being multiple shot ones like clans, instead of pin point ones like now

#13 ManDaisy

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Posted 17 October 2014 - 10:25 PM

Hopefully 3 shot burst rather then 5 like clan to maintain the IS advantage for greater weight and less range.

#14 Kirkland Langue

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Posted 17 October 2014 - 10:26 PM

View PostTezcatli, on 17 October 2014 - 10:15 PM, said:

Knowing PGI. Rather then letting the new weapons be a straight upgrade. They'll become side grades instead. With weaknesses to make up for their strengths.


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 Nothing Whatsoever

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Posted 17 October 2014 - 10:27 PM

View PostJohnny Reb, on 17 October 2014 - 10:21 PM, said:

Long Toms for all!


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 Alek Ituin

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Posted 17 October 2014 - 10:35 PM

View PostPraetor 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 Nothing Whatsoever

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Posted 17 October 2014 - 10:41 PM

View PostAlek 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... :ph34r:

#18 Alek Ituin

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Posted 17 October 2014 - 10:47 PM

View PostPraetor Knight, on 17 October 2014 - 10:41 PM, said:

Hmm... min range would be 120 M, I might be one crazy enough to try and brawl with them, every now and then... :ph34r:


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 Nothing Whatsoever

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Posted 17 October 2014 - 10:58 PM

View PostAlek 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 Alek Ituin

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Posted 17 October 2014 - 11:04 PM

View PostPraetor 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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