Jump to content

Can Clans Get An Elemental Module?


24 replies to this topic

#1 Wesxander

    Member

  • PipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 319 posts

Posted 18 November 2014 - 04:41 PM

It would be nice to give the Clans an elemental module. When they first appeared in 3050 they often brought these super infantry men in armor to the battle on their Omni mechs.

Make it sort of like a strike module one use only. The launcher points a location and the elementals drop down from orbit and attack a single target for 15 points of damage, range is limited to 100 from their landing point, in single location each time it shoots. Takes 30 points to destroy the unit. Moves at speed of 25 kph towards closest enemy target. I don't want see tanks, hover craft etc in a shooter game, but I do feel elemental strike module would give the Clans their more alien like feel they first had in 3050 when arriving.

Make it very expensive C bill wise. 55 k PER USE.

#2 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 18 November 2014 - 04:43 PM

Would be nice if you can drop them and they patrol an area. Shouldn't it take 20 points to kill them since they have like 10 armor? Could be wrong though.

#3 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 18 November 2014 - 04:56 PM

It would be cool for CW I guess. The ability to send single or small groups of Elementals to locations to act like mobile light turrets. Or ground based equivalents to UAVs, providing target detection, acquisition and tracking for a small area of the map around them. Or as Demolition/Sapper teams.

It would be nice if the IS had infantry units that could the same, but I'd assume they'd have to be weaker, or be dispatched in larger, but easier to see and detect groups...or maybe it just stays a Clan flavor, IS just don't have it...which is ok too.

#4 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 18 November 2014 - 05:03 PM

The issue would be the AI to make them fly around in annoying patterns to make them hard to hit.

#5 orcrist86

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,151 posts
  • LocationNew Avalon Institute of Science

Posted 18 November 2014 - 05:04 PM

10 pts per elemental. 5 elementals per point. Is would need sappers or equivalents. Then you escalate into solhama and infantry consumables. Slippery slope made if candy.

#6 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 18 November 2014 - 05:13 PM

View Postorcrist86, on 18 November 2014 - 05:04 PM, said:

10 pts per elemental. 5 elementals per point. Is would need sappers or equivalents. Then you escalate into solhama and infantry consumables. Slippery slope made if candy.


Arty will blow up the elementals though.

#7 Mondos

    Member

  • PipPipPip
  • Stone Cold
  • Stone Cold
  • 64 posts

Posted 18 November 2014 - 05:34 PM

Well a lot of Clan Omni's had hand hold and com ports for Elementals to ride into battle.
It would make a good module to deal with face hugging Firestarters and Spiders, just have them deploy in a curtain around your mech.

#8 DocBach

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,828 posts
  • LocationSouthern Oregon

Posted 18 November 2014 - 05:39 PM

View PostMondos, on 18 November 2014 - 05:34 PM, said:

Well a lot of Clan Omni's had hand hold and com ports for Elementals to ride into battle.
It would make a good module to deal with face hugging Firestarters and Spiders, just have them deploy in a curtain around your mech.


would be cool if they could be shot off

#9 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 18 November 2014 - 05:42 PM

Yes, but we need 2 conditions.
1. They make a satisfying squishing sound when stepped on
2. when their timer runs up, they should explode. just suddenly.

then I would be happy with them

#10 Hans Von Lohman

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,466 posts

Posted 18 November 2014 - 05:48 PM

It has been mentioned, but there is no real way to make them work unless they become a sort of turret?

Otherwise I don't think it will happen any time soon.

#11 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 18 November 2014 - 05:49 PM

Whilst it sounds like a great idea, and is something that SHOULD be in a Mechwarrior game, you deep down know the PGI answer is gonna be

Posted Image

Edited by Tekadept, 18 November 2014 - 05:49 PM.


#12 Kiryuin Ragyo

    Member

  • PipPipPipPipPipPip
  • 316 posts
  • LocationNorth Korea

Posted 18 November 2014 - 05:54 PM

View PostWesxander, on 18 November 2014 - 04:41 PM, said:

It would be nice to give the Clans an elemental module. When they first appeared in 3050 they often brought these super infantry men in armor to the battle on their Omni mechs.

Make it sort of like a strike module one use only. The launcher points a location and the elementals drop down from orbit and attack a single target for 15 points of damage, range is limited to 100 from their landing point, in single location each time it shoots. Takes 30 points to destroy the unit. Moves at speed of 25 kph towards closest enemy target. I don't want see tanks, hover craft etc in a shooter game, but I do feel elemental strike module would give the Clans their more alien like feel they first had in 3050 when arriving.

Make it very expensive C bill wise. 55 k PER USE.


Reminds me this...

Posted Image

#13 Jin Ma

    Member

  • PipPipPipPipPipPipPipPip
  • 1,323 posts

Posted 18 November 2014 - 05:56 PM

3 Elementals spawn under the mech last for # time and has # HP

#14 Mondos

    Member

  • PipPipPip
  • Stone Cold
  • Stone Cold
  • 64 posts

Posted 18 November 2014 - 06:07 PM

If they behaved like turrets it wouldn't be so bad.
Deploy in a small area, go to ground and gain camo. (dout we need a animation for that)
Activate like mines, Fires single shot SRM2 and small laser damge over the next 5 to 10 seconds or till the target is out of range.
After ten seconds deactivates and is "destoryed". Can be removed by LRM/SRM carpeting the area or Arty/Airstrike.
Maybe detectable with Bap?
Also gives small area UAV style detection?

#15 Durant Carlyle

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,877 posts
  • LocationClose enough to poke you with a stick.

Posted 18 November 2014 - 06:07 PM

No need for an Elemental module ... Mist Lynx is an Elemental.

#16 ShinobiHunter

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,009 posts
  • LocationPennsylvania

Posted 18 November 2014 - 06:11 PM

If they do this, should they make flamers and machine guns extra effective against them? Those were typically weapons for dealing with infantry, etc right?

#17 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 18 November 2014 - 08:01 PM

View PostElizander, on 18 November 2014 - 05:03 PM, said:

The issue would be the AI to make them fly around in annoying patterns to make them hard to hit.


Naw, no need to make them gnats. Make them straight forward, minimal high-jinks. Their success in making it to their objective should be more about how and when the player releases them, not how annoying AI can make them. If you are release them without cover or through heavy enemy presence, then they should get chewed up...that's your bad. They shouldn't be easy button for the user or a no brainier fire and forget asset.

Edited by CocoaJin, 18 November 2014 - 08:03 PM.


#18 CocoaJin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,607 posts
  • LocationLos Angeles, CA

Posted 18 November 2014 - 08:09 PM

View PostShinobiHunter, on 18 November 2014 - 06:11 PM, said:

If they do this, should they make flamers and machine guns extra effective against them? Those were typically weapons for dealing with infantry, etc right?


Yes, so people will stop trying to make MGs and Flamers into something they are not. Since Elementals ideally would use limited AI, they should get a pretty nasty buff against all other weapons except MGs, Flamers, Small Lasers, AC2s, Artillery/Airstrikes and maybe SRMs.

With this, we'd have a reason for lights and mediums to have a MG or Flamer equipped.

Edited by CocoaJin, 18 November 2014 - 10:23 PM.


#19 CycKath

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,580 posts
  • Google+: Link
  • LocationSE QLD, Australia

Posted 18 November 2014 - 08:40 PM

View PostDurant Carlyle, on 18 November 2014 - 06:07 PM, said:

No need for an Elemental module ... Mist Lynx is an Elemental.


Just cause the Lyrans consider the Commando infantry...

#20 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 18 November 2014 - 08:44 PM

View PostCycKath, on 18 November 2014 - 08:40 PM, said:


Just cause the Lyrans consider the Commando infantry...


The greatest enemy of the commando, locust, and Koshi is their teammate's feet. stomp stomp





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users