Defensive equipment. Here is a very rough but simple interpretation of a small list of equipment that could drastically alter the game by making it much more interesting and greatly increase overall TTK [time to kill]. There are a lot of weapon suggestions I would like to make, but for sake of relevancy, I am sticking with defensive orientated equipment.
The ultimate purpose of these suggestions is to change the game by having players spend more tonnage on defensive equipment rather than all out offense that the game is currently in. With more effective defensive gear and players spending significantly more tonnage on said equipment, the less overall firepower on the field that becomes available. This however does not stop players from building all out offense oriented mechs, but gives way to a new play style that many players feel is currently lacking entirely. Slow more methodical slug fests that were experienced in 8v8.
I'm also aware of timeline, but nothing post 3068+, try to keep with things within 3040-3058
Non-verbatim TT Interpretation:
Hardened Armor
-Available IS
-Reduce Max Speed by 12%
-Reduce Torso Twist speed 5%
-Turn Radius Speed reduce 5%
-Reduce Acceleration 5%
-20 armor points per ton (TT says 8 instead of 16, which translate to 16 instead of 32)
-Damage taken to armor reduced by half
Reflective Armor
-Available IS / Clan mechs
-Requires 10 Critical slots (IS is dynamic, Clan is fixed depending on mech)
-24 armor points per ton (TT claims same as per ton as standard, which would be OP)
-50% reduction of all energy weapons damage to armor
-100% increased fall damage and collision damage (TT describes it as brittle)
Reactive Armor
-Available IS / Clan mechs
-Requires 10 Critical slots (same as Reflective, TT Also claims to take up 14)
-24 armor points per ton (TT claims same as per ton as standard, which would be OP)
-50% reduction of all artillery and missile damage to armor
Torso Mounted Cockpit
-Available IS
-Increased overheat Damage by 25% (TT claims pilots takes damage on overheating)
-Frees 4 crits in Head
-Removes Death by headshot
-Adds 1 fixed sensor critical to each side torso
-Cockpit and life support crit moved to CT
-Weighs 2 tons (TT claims 4 tons)
IFF Jammer (MW4 creation, but neat idea sorta like a mini ECM)
-Available IS / Clan
- 1 ton
- 1 Crit
- Decreases target info gathering 100% (doubles the time)
- No Hit Marker shown outside of 200m on weapon hits
- HUD and Mini Map confuses Friendly Blue or Enemy Red "magic dorito" outside 400m
- HUD recognizes blue or red "magic dorito" correctly if any friendly is targeting within 200m
- Countered by BAP, BAP can properly detect correct IFF
IS C.A.S.E (rework to be useful)
-Available IS (sorry clan, but your case is 100% crit and tonnage free in ANY location)
-Able to be mounted in any torso / head (max 1 per location)
- 0.5 tons
- 1 crit
- Ammo, equipment and weapons gain +5 hp in this location
- Location mounted with CASE gains +5 internal hitpoints
- Ammo protected by case in same location still prevent proliferating ammo damage to adjacent locations
Blue Shield Particle Dampener
-Available IS / Clan mechs
-7 fixed criticals (1 each location minus head)
-3 tons
-7 Hitpoints (instead of standard 10)
-While active, reduces all PPC family weapons by 50%
-Lasts 120 seconds (may be deactivated after a 10 second delay between on/off)
-Fails automatically after duration times out or if two criticals are destroyed (TT states fail at 1)
-Location of destroyed critical while active receives 5 damage to location, similar to ammo explosion
Laser AMS
-Available Clan
-100m range
-3 heat per second while active, per Laser AMS
-1 crit
-1.5 tons
"Lasers don't use ammo"
"Non"-Angel ECM (basic Guardian ECM)
-Available IS / Clan mechs
-1.5 tons IS / 1 ton clan
-reduce enemy missile lock-on time by 15%
-reduce enemy info gathering by 25%
-Only protects you
-Does not cause "Low Signal" within close range
-Disruptable by Counter ECM / BAP / PPC splash / TAG
-Removes "Magic Dorito" outside 500m
-Prevents Target sharing by enemy mechs when outside 500m
-Enemy mech with BAP can detect "magic dorito" up to 625m and share target info
-Cannot switch to counter mode
-Compatible with BAP (unlike current ECM)
-Not compatible with current "Angel" ECM
Flamer
-Available IS / Clan mechs
Lets change this to be a useful defensive weapon meant to slow down enemy abilty to deliver damage.
-1 critical
-1 ton IS / 0.5 tons Clan
-Range 200m (no damage outside 200m range)
-Velocity (600m/s)
-Damage 3 (front loaded single shot)
-Heat Damage 4.5
-Heat 5
-Ghost heat limit of 6 (because "heat Scale is still a thing, idk)
-Cooldown 4.5 seconds
Compact Gyro
-Available IS
Because of the new way engine tonnages are calculated in MWO, a new calculation to tonnage cost is needed, something simple and straightforward. Applies only to standard engines
-Frees 1 crticial in CT
-10% increased weight of engine, rounded up to nearest half (i.e. std 100 = .5 tons, std 400 = 6 tons)
-25% increased CT internal hitpoints rounded up (i.e. Atlas = 16 hp, Jenner = 5hp)
Edit: Thank you those who pointed out that I meant INCREASE time to kill, not reduce XD
Edited by DefinitelyNotMwHighlander, 10 April 2015 - 01:13 PM.