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Roll Ammo Switch, Ppc Inhibitor And More Into Weapon Groups


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Poll: Roll Ammo Switch, Ppc Inhibitor And More Into Weapon Groups (12 member(s) have cast votes)

Your opinion?

  1. Yes - it's perfect! (8 votes [66.67%] - View)

    Percentage of vote: 66.67%

  2. Yes - but with some tweaks (3 votes [25.00%] - View)

    Percentage of vote: 25.00%

  3. No - too confusing (1 votes [8.33%] - View)

    Percentage of vote: 8.33%

  4. No - fine as it is / idea is terribad (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Omi_

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Posted 14 November 2014 - 05:22 AM

Hey! I was thinking about how ammo switching could be implemented into the game for C-LB-X and so I came up with this idea...

Rather than introduce too many new keybinds into the game for ammo switching, PPC field inhibitors, ECM mode or AMS toggle, why not just implement all these functions as a special sort of toggle, configurable through weapon groups?

Just as we have the ability to add or remove weapons from weapon groups using arrow keys + the weapon group toggle key, I propose that another "function toggle key" be added, allowing players to add mode switches for items to weapon groups as well. Here's a picture:

Posted Image

In the above picture, each PPC can toggle it's field inhibitor via weapon groups 4 and 5, while weapon group 6 toggles ammo type for the C-LB 10-X AC. Probably not a realistic setup, but it gets the idea across (please bear with the mixed tech). The brighter yellow-ish group assignments are the fire groups that we have now. Also note that the weapons with a toggle have a small dot before their names in the same blue hue to let players know that some kind of functionality exists.

Not shown in the image: I propose that ECM disrupt/counter and AMS active/inactive also be configurable in this way, freeing up valuable keyboard space for players who don't need one or both of these features.

Also, I would propose that more weapon groups be added to account for the extra features tacked onto the weapon group system; maybe a number that the player can increase or decrease in their settings menu?

That's it... what do you all think?

Edited by Hornsby, 14 November 2014 - 05:34 AM.


#2 Spurowny

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Posted 14 November 2014 - 06:02 AM

Uhh... Wat?

#3 Omi_

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Posted 14 November 2014 - 06:21 AM

View PostSpurowny, on 14 November 2014 - 06:02 AM, said:

Uhh... Wat?

Which are you getting hung up on? Is it the features like PPC field inhibitors and ammo switching, or the whole use of the weapon group system to tie it together?

About PPC (from sarna.net):

Quote

PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems.[6] This inhibitor degrades the performance of the weapon at close ranges of less than 90 meters. Particularly daring warriors have been known to disengage the inhibitor and risk damage to their own machine when a target is at close range.

About ammo switching (from sarna.net):

Quote

Introduced in 2595 by the Terran Hegemony[4]. The LB 10-X Autocannon is essentially a 'Mech-mounted shotgun, capable of firing special "cluster rounds" that split apart after being fired, allowing the weapon to either spread damage out or focus damage on a small area, depending on the range. LB-X Autocannons are able to use either the special cluster rounds or standard autocannon rounds. The LB 10-X Autocannon, having a higher caliber, causes higher damage than lower-caliber autocannons, though it is limited to medium ranges.

Edited by Hornsby, 14 November 2014 - 06:24 AM.


#4 WonderSparks

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Posted 14 November 2014 - 08:40 AM

I like it, I like it! Yes, so grand and yet so simple, why had I not thought of this myself? :D
Also seeing that picture, the style of the characters and their colors, it reminds me of my days of programming simple worlds into the game of ZZT... ah, the memories.

#5 Barkem Squirrel

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Posted 14 November 2014 - 10:37 AM

I like having my PPC impenetrable armor. Well that is at least what one dual PPC blackjack pilot was believing after I was face hugging him while using my 2 Medium lasers to kill him.

Tis' a devious thought, allowing PPC's to fire under 90 m. It would cause some confusion at first with lights charging the 3 PPC awesomes thinking they out gun them.

Now the auto cannon idea is great. you would see some more 3 LBX 10 cataphracts running around with 30 pinpoint damage followed by three shot gun blasts.

#6 Omi_

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Posted 14 November 2014 - 12:51 PM

View PostWonderSparks, on 14 November 2014 - 08:40 AM, said:

I like it, I like it! Yes, so grand and yet so simple, why had I not thought of this myself? :D

Well, there's a relief! I was afraid that this was going to be a little bit much, considering how much there is for new players to take in already regarding weapon groups.

View PostBarkem Squirrel, on 14 November 2014 - 10:37 AM, said:

Tis' a devious thought, allowing PPC's to fire under 90 m. It would cause some confusion at first with lights charging the 3 PPC awesomes thinking they out gun them.

Now the auto cannon idea is great. you would see some more 3 LBX 10 cataphracts running around with 30 pinpoint damage followed by three shot gun blasts.

At the same time, lights could bait shots from lone AWS-8Qs so they explode, or whatever FI would end up doing.

What I'm most interested in about this change is the opportunity to remove clan standard ACs, like PGI said that they would do once ammo switching was implemented. If we're trying to follow table-top, those weapons just don't belong in the game.

EDIT: Just noticed the unlimited machine gun ammo in the picture.. ew.

Edited by Hornsby, 14 November 2014 - 12:51 PM.


#7 Telmasa

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Posted 14 November 2014 - 03:42 PM

So much yes to this.

#8 WonderSparks

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Posted 14 November 2014 - 06:49 PM

View PostHornsby, on 14 November 2014 - 12:51 PM, said:

...EDIT: Just noticed the unlimited machine gun ammo in the picture.. ew.

Well machine guns are frequently enough the "infinite ammo sub-weapon" in video games (in my experience, anyhow), so it makes enough sense... ;) :P

#9 9erRed

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Posted 15 November 2014 - 11:51 AM

Greetings all,

It has been addressed by PGI in previous answers.
- At this time they are unable to produce a single weapon that can carry more than one type of ammo.

There solution for the Clan weapon that can use both was to build two identical weapons, one for each type of ammo.
- still not a effective solution but a broken but working element.
Until they (PGI) are able to have dual ammo selectable single weapons in the code, you will not be seeing this type of ammo change selector.

Just some info,
9erRed

Edited by 9erRed, 15 November 2014 - 11:52 AM.


#10 General Taskeen

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Posted 19 November 2014 - 02:07 PM

View PostBarkem Squirrel, on 14 November 2014 - 10:37 AM, said:

Well that is at least what one dual PPC blackjack pilot was believing after I was face hugging him while using my 2 Medium lasers to kill him.


And that's what sucks about that. The Stock BJ-3 is 2 PPC, 4 ML.

Its not hard to imagine weapons doing damage at close range, every MW game before MWO used a wee bit more common sense design features. Going back in time - One of the decisions between MW2 through 4 was to allow the PPC to do damage below "minimum" range due to a real-time format, over turn-based. Most people that played those games remember those times when Awesomes were feared and any weapon did damage at close range.

PGI design overlords, unfortunately, didn't even implement it correctly in MWO, because as in TT one can still Roll to achieve a rare full damage hit below that range.... so since no roll is required in real-time, it makes far more sense not to have it all unless an actual RNG to DMG was programmed. In the process they completely neutered stock designs like 3 PPC, 1 SL to be useless below 90m.

#11 Burktross

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Posted 19 November 2014 - 02:38 PM

Seems good.





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