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Overloading Weapons & Quirk Toggles


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#1 3CLIPZ3

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Posted 20 February 2015 - 10:49 AM

Don't know if this has been suggested yet but...

The idea is to use the concept of overloading weapons same as EVE Online. You get a small boost to rate of fire/damage, but every cycle that weapon accumulates damage overtime until it burns out and blows.

This adds a whole a new dimension to gameplay and piloting skill. It becomes sort of a "special ability" for every player that can be controlled and toggled to use all at once or maybe in spurts throughout a match. If you find yourself near death, you can go out in a final all-guns blazing or be faced fighting against this from a mech that you are about to kill.

To implement this, I would suggest just have a toggle-able quirk that activates but also causes internal damage to the weapons overtime just like how Overriding damages the internal structure overtime.

Edited by 3CLIPZ3, 20 February 2015 - 10:54 AM.


#2 Valar Morghuliz

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Posted 20 February 2015 - 11:09 AM

Would love to see how long i can do this with my Triple-Gauss-Dire and how it looks like, when all blow up the same time. :D

Sounds like a nice idea, but im afraid of the overuse by Competition-Teams to quickly blow the assaults out of the game. Think of 3 Firestarters with 8 SmlPuls getting in the back of your assaultcrew doing even more damage in lower time than its already live.

#3 3CLIPZ3

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Posted 20 February 2015 - 11:20 AM

that can all be fixed on how quickly the weapons burn out. Yes they might be able to do damage for a moment faster, but then they burn out their weapons without even taking any damage successfully landed from another player. For me personally, if a light went to attack me and overloaded and failed to kill me before all his weapons blew out, it's him that written off his mech for the rest of the match.

As a light, you are suppose to take as little damage as possible and be quick, but if you burn out your guns on say 1 mech, then you've just made yourself a popsicle lol. Or what if for whatever reason you don't get the kill and have to retreat but most if not all your weapons are blown? It would make more sense not using overload until near end-game or near-death. I can't see how it could be abused. In EVE, there were a lot of fights that were lost because someone burned out their guns at the wrong time, alternatively there were equal fights that were won from overloading.

Edited by 3CLIPZ3, 20 February 2015 - 07:45 PM.


#4 HARDKOR

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Posted 20 February 2015 - 11:30 AM

It could be OP in no respawn games but it would self balance in CW. 1/1 trades where you end up weaponless and they end up dead is worth it if theres no respawn, but if you have to eject for a new mech it's not a good trade.

#5 3CLIPZ3

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Posted 20 February 2015 - 12:31 PM

View PostHARDKOR, on 20 February 2015 - 11:30 AM, said:

It could be OP in no respawn games but it would self balance in CW. 1/1 trades where you end up weaponless and they end up dead is worth it if theres no respawn, but if you have to eject for a new mech it's not a good trade.


Even with no respawn, you risk going for a 1/1 overloading vs normal and pulling 2-6 kills. Also the amount of damage increase would not make it an instant kill button, say have it 10-15% more damage and attack speed.





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