

Elemental Suit "mech" Next Please
#1
Posted 08 April 2015 - 11:47 PM
It might work like locust and be so low in tons that players that want to field three heavier mechs will bring a elemental suit to attack generators.
YA PLAYER SUPPORT FOR THE ELEMENTAL SUIT !!
#2
Posted 08 April 2015 - 11:58 PM
#3
Posted 08 April 2015 - 11:59 PM
There are PGI twitter talks and player threads in this forum seeing them more like a callable air strike.
That's a pretty cool idea.
But not as a playable "Mech" like in MW2, that's just a joke.
#5
Posted 09 April 2015 - 01:30 AM
Not to mention flamers and MGs being useful again...
#6
Posted 09 April 2015 - 01:47 AM
would be nice if the had a dismount key so when you reach a area you want to drop them off they defend that area and seek cover that is when the 2X srm 2 shots each come into affect.

Could do the same with vehicles, choppers, tanks, and troops. Should be in the game already. But would have to be ultra low detail so as not to lag the game any more.
Edited by SaltBeef, 09 April 2015 - 01:50 AM.
#7
Posted 09 April 2015 - 03:25 AM
I think one way how it ~might~ work would be this:
Once you are dead (in CW: run out of mechs) you have endless respawns in an Elemental / Inner Sphere Standard (the IS counterpart of the Elemental Suit of the clans)
The Battlesuit itself:
- has 10 Hitpoints in total (according to TableTop-Values), might be doubled
- Topspeed in TT was 10kph; i would not mind if it could go 15 kph, or even 20, though
- has Jumpjets, 1 Arm mounted weapon (Flamer, Small Laser or MG); SRM2 with two reloads (IS version has no reloads afaik, but what ever)
Movment on the battlefield:
- insertion onto the battlefield could be done by a -> Kestrel; a Helicopter with 194Kph top speed (bad hitreg would be a good thing here

- if you need to relocate, you call your Kestrel for pickup again
- an other way to move them around could be a special JumpJet "move" that lets them hop a long distance (kinda leapfrogging over the map to get around; i would prefer the Kestrel though)
Damage Model:
- only one Hitbox, 10 Hiptpoints
- if hit by MG-Fire, it is slowed down; JJ's work normally though; so the MG can help alot when fighting BattleSuits
- if hit by Flamer, it's heat rises significantly; up to the point where it cant fire it's weapons; the heat will eventually make the Suit explode; JumpJets do not work when it is overheated, so the Flamer is more then a viable weapon against BattleSuits.
Heat-management:
- no shutdown; when overheating, you simply can't fire your weapons or use your JumpJets; overheating should not be an issue tho unless you got hit by a Flamer
Abilities:
- Sensor Range would be about half as much as that of normal mechs; maybe even less.
- If a TAG is mounted (instead of the Laser; yes, there are BattleSuit-versions of the TAG) it has also less range
- If standing still you can't get a solid lock on them; you need a BAP here
- LRM's can't get solid locks in any way (this would be for balancing reasons), Streak SRM's work normally
- maybe splash damage from SRM's ?
- Could go where no mech has gone before; exploit tight spots on the map for sniping & spotting.

Earning EXP / Cash:
- you earn Cash normally; you earn only GXP, no EXP otherwise
Goal behind the implemention of BattleSuits as your Post-Mortem Battelfield-Incarantion:
- Players could stick in the match even after they died (this could open the door to a Lobby System a la Call of Duty, where you simply stick with your Group even after the Match / Map is over; currently after we die there is no reason (as a PuG) to stick with the guys you dropped with, as you have to re-start the whole MatchMaking Process all over again after each Map, anyway).
- the BattleSuits should not be a Game-Breaker, so - for Instance - no Air Strike-Modules for them.
- they should still have an impact; the Team that has lost the most Mechs will consequently have the most BattleSuits on the field, which can serve as spotters as well as harassers, slightly off-setting the disadvantage of having less Mechs on the field.
- they might even be able to cap enemy bases (although much much slower then normal mechs) and in the same way slowing down enemy cap's
- MG's and Flamers would become a viable Weapon, even if you only mount one of them
Apart from that, i thing having an Elemental-Consumable is still a good idea and should be implemented.
Also using them as Base-Defenders would be a nice thing to have (maybe endless, but slow, respawn & they slow capping down unless you kill them-> again, good use for Flamers).
One should also consider that the Clans normally do not use Artillery as they prefer honorable One-on-one, line of sight combat (they normally even don't use Spotters for their LRM's).
So it would be more logical for them to have an Elemental Strike instead of an Arty-Strike.. but i doubt that most players would want to stick so close to the Lore at this point in the game.

#8
Posted 09 April 2015 - 03:35 AM
Shatara, on 08 April 2015 - 11:58 PM, said:
Given how beefed up the Urbie got I don't think those considerations will be kept when PGI go "you'll shower us with how much gold if we put them in-game?? okay then"
#9
Posted 09 April 2015 - 04:32 AM
Anarcho, on 09 April 2015 - 01:30 AM, said:
Not to mention flamers and MGs being useful again...
Not sure about MGs and flamers... they would still be **** most likely, but LB-X ACs

#10
Posted 09 April 2015 - 04:37 AM
Edited by Green Mamba, 09 April 2015 - 04:37 AM.
#11
Posted 09 April 2015 - 04:42 AM
Green Mamba, on 09 April 2015 - 04:37 AM, said:
Living Legends has a completely different focus than MWO, not to mention better scale between vehicles and mechs. You're still quite slow as an elemental though, and generally speaking, out-classed against anything larger than a light.
Look at the cars in Crimson Strait. If the game dropped you into an elemental suit, you'd only be a little taller than those blue cars. The scale is *way* off.
#12
Posted 09 April 2015 - 09:05 AM
Trashhead, on 09 April 2015 - 03:25 AM, said:
I think one way how it ~might~ work would be this:
Once you are dead (in CW: run out of mechs) you have endless respawns in an Elemental / Inner Sphere Standard (the IS counterpart of the Elemental Suit of the clans)
The Battlesuit itself:
- has 10 Hitpoints in total (according to TableTop-Values), might be doubled
- Topspeed in TT was 10kph; i would not mind if it could go 15 kph, or even 20, though
- has Jumpjets, 1 Arm mounted weapon (Flamer, Small Laser or MG); SRM2 with two reloads (IS version has no reloads afaik, but what ever)
Movment on the battlefield:
- insertion onto the battlefield could be done by a -> Kestrel; a Helicopter with 194Kph top speed (bad hitreg would be a good thing here

- if you need to relocate, you call your Kestrel for pickup again
- an other way to move them around could be a special JumpJet "move" that lets them hop a long distance (kinda leapfrogging over the map to get around; i would prefer the Kestrel though)
Damage Model:
- only one Hitbox, 10 Hiptpoints
- if hit by MG-Fire, it is slowed down; JJ's work normally though; so the MG can help alot when fighting BattleSuits
- if hit by Flamer, it's heat rises significantly; up to the point where it cant fire it's weapons; the heat will eventually make the Suit explode; JumpJets do not work when it is overheated, so the Flamer is more then a viable weapon against BattleSuits.
Heat-management:
- no shutdown; when overheating, you simply can't fire your weapons or use your JumpJets; overheating should not be an issue tho unless you got hit by a Flamer
Abilities:
- Sensor Range would be about half as much as that of normal mechs; maybe even less.
- If a TAG is mounted (instead of the Laser; yes, there are BattleSuit-versions of the TAG) it has also less range
- If standing still you can't get a solid lock on them; you need a BAP here
- LRM's can't get solid locks in any way (this would be for balancing reasons), Streak SRM's work normally
- maybe splash damage from SRM's ?
- Could go where no mech has gone before; exploit tight spots on the map for sniping & spotting.

Earning EXP / Cash:
- you earn Cash normally; you earn only GXP, no EXP otherwise
Goal behind the implemention of BattleSuits as your Post-Mortem Battelfield-Incarantion:
- Players could stick in the match even after they died (this could open the door to a Lobby System a la Call of Duty, where you simply stick with your Group even after the Match / Map is over; currently after we die there is no reason (as a PuG) to stick with the guys you dropped with, as you have to re-start the whole MatchMaking Process all over again after each Map, anyway).
- the BattleSuits should not be a Game-Breaker, so - for Instance - no Air Strike-Modules for them.
- they should still have an impact; the Team that has lost the most Mechs will consequently have the most BattleSuits on the field, which can serve as spotters as well as harassers, slightly off-setting the disadvantage of having less Mechs on the field.
- they might even be able to cap enemy bases (although much much slower then normal mechs) and in the same way slowing down enemy cap's
- MG's and Flamers would become a viable Weapon, even if you only mount one of them
Apart from that, i thing having an Elemental-Consumable is still a good idea and should be implemented.
Also using them as Base-Defenders would be a nice thing to have (maybe endless, but slow, respawn & they slow capping down unless you kill them-> again, good use for Flamers).
One should also consider that the Clans normally do not use Artillery as they prefer honorable One-on-one, line of sight combat (they normally even don't use Spotters for their LRM's).
So it would be more logical for them to have an Elemental Strike instead of an Arty-Strike.. but i doubt that most players would want to stick so close to the Lore at this point in the game.

Nice dude.. Do we have to stick to table top stats and such, I am not sure but it seems MWO does. You came up with great ways to really make this work. That is cool.
As far as troop movement riding mechs on hold spots, and Leap frogging seems great. I remember the elementals leap frogging with a jump jet to move faster. The ship support would be good, the idea you like most. I invite it but I as see a positive in their limited movement. Lights run around capping and elementals would be better guarding.
I would add:
Elementals can't cap
Elementals have natural ECM
Great ideas there!! nice one.
#13
Posted 09 April 2015 - 10:17 AM
Lily from animove, on 09 April 2015 - 12:48 AM, said:
we make an elemental mode. 11 elementals and one stock urbie per team. the one killing the other urbie first wins.
That's just 1/2 a lance of Elementals vs 1 light mech....
Mind you with hit rage the way it is, they would be so OP....
#14
Posted 09 April 2015 - 10:25 AM
#15
Posted 09 April 2015 - 11:07 AM
Really no thanks.
#16
Posted 09 April 2015 - 12:24 PM
#20
Posted 10 April 2015 - 08:22 AM
Where instead of being put into a lobby, each planet is a game server with 10's of kilometers of area with objectives littered throughout, with key base points, repair base, huge capital cities that spawn tanks and planes. And each game server would have 32-64 players in it.
I really don't like this dropping into a match thing. and waiting.
That has to be the biggest downfall to MWO is the amount of time it actually takes to find a match. There's no "Instant Action" button. I'd love to click on Faction tab, click on a planet, and fight instantly and help my Faction. Solo queue is quicker, but you don't really feel like you're contributing to the game at all, you're just playing it. I'd like to fight battles where you are part of the ongoing battle, but not wait half an hour to do that.
I want to, in one map one game, cap resource collectors then go to a bunker and take that over to unlock a new drop site for the team. Then I want to make my way back to the capital but find a couple of enemy mechs making their way to undo my resource collectors, and have a fun 1v1 or 1v2. If I died, then I'd like to eject, and flee in my elemental, and get to the capital to call a new mech, or use the resources from the collectors to manufacture a tank, or a plane, and go bomb the snot out of those mechs.
I think it'd be neat if you at first select 4 mechs to have ready for you, if you die, those mechs are ready and can be called down instantly. You can change your drop deck, which takes 2-5 minutes to ready your mechs up. If you die and you're drop ship is empty, it could take maybe double that time to deliver a mech to your dropship, prep it, and launch it. But in that time, you would be ridding around in tanks and planes acting as support roles.
Anyways.... wishes are dreams that you can't make true, afterall.
Edited by MoonUnitBeta, 10 April 2015 - 08:32 AM.
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