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Launch-Module Makes Tanks And Elementals Viable


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Poll: Launch-module for balancing tanks (4 member(s) have cast votes)

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  1. yes (2 votes [50.00%])

    Percentage of vote: 50.00%

  2. no (2 votes [50.00%])

    Percentage of vote: 50.00%

  3. yes, but with changes (0 votes [0.00%])

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#1 DI3T3R

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Posted 22 January 2015 - 06:47 AM

What's the big obstacle against adding tanks and Elementals?
Mechs perform so much better on the battlefield that you have to replace 1 Mech-player with X tank-players and Y Elemental-players to balance it out. And that dramatically increases the amount of players needed for a single match. (Which leads to connection- and wait-time-issues andsoforth.)



My suggestion:
There would be different categories of Launch-modules:
- The Mech-Launch-module can hold 1 Mech.
- The Tank-Launch-module can hold up to X tanks.
- The Elemental-Launch-module can hold up to Y Elementals.
...
If your tank or Elemental(-Point) gets destroyed, you get to spawn in the next one, while Mech-players have to make ends meet with the one Mech they chose.

Of course, there are balancing-issues: The best weapon against tanks is melee, which Mechs can't do in MWO. (We could adjust the armour-points of tanks to reflect that.) And Elementals are so slow that we need a way to bring them to the frontline. (So many ideas, so little consensus...)



My point is:
With the Launch-Module it is possible to field 12 Mechs against 36 tanks in a 12 players vs 12 players scenario.
(Or 12 IS-Mechs against two Trinaries of Elementals... Be still, my heart.)

#2 Myke Pantera

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Posted 22 January 2015 - 11:15 AM

I am all for Tanks and Elementals as AI controlled units in CW modes additionally to turrets, but not as player controlled gear.





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