

Most Wanted Features!
#1461
Posted 05 July 2023 - 02:39 AM
#1463
Posted 05 July 2023 - 08:37 AM
ESC 907, on 05 July 2023 - 07:43 AM, said:
ultra 2's and c-ac2's fire one shot
C-ac5's also fire one shot but clan ultra ac5 fires 2
C-ac 10 fires 2, C-ultra fires 3
C-ac20 fires 3 c-Ultra 20 fires 4
both ultra and C-AC have the same weight for the class so the c-ac2 is the same weight as a c-ultra 2, the ony diffrence is the C-AC is as large as the pellet LBX as the C_AC are suppose to be solid slug LBX
(I have witnessed this through testing and playing)
when the space is avalibe I us the C-Ac over the ultra as they have more range have a shorter cool down and I think are colder in most cases, the only downside is the C-AC's are the size of the C-LBX So where you have the room it will work Outside of high jam chance quirks I use C-ac's
I wish C ultra 5 was like the IS one shot one tap
On another note can we get the Hyper Assault guass already??
Edited by KursedVixen, 05 July 2023 - 08:45 AM.
#1465
Posted 20 July 2023 - 01:17 PM
First idea would make game more enjoyable in general (because only one round per match in QP is just far too short playtime in comparising with the huge wait time between matches, and also it would allow some strategic plays in second or third rounds, instead of just being swarmed by pack of MG boating lights or killed by 100 damage alpha strike from laser vomit direwolf) and second idea would allow make game feel more consistent with it's own super serious treatment of QP "participation" (you know, ranked matchmaking, time-out punishment for leaving and arena-styled matches with no respawn, this stuff), because for some reason game does't care if currently disadvantage of 1 less player means almost immenent loss, it doesn't help suffering team, it only punishes everyone.
#1466
Posted 20 July 2023 - 01:25 PM
ESC 907, on 08 April 2023 - 04:14 PM, said:
Perhaps there can be something like a passive heat-creep that happens when a mech has more than 4xLarge Lasers? Boating 4xERLLs/LPLs/LLs? Your mech cooks itself whenever it is powered on and energizing the weapons.
OR, make an inherent negative quirk to cooldowns under the same conditions? Something like a 1000% increase to cooldowns sounds like a fair incentive to avoid these builds.
I would love to see something like this, i am also tired of these builds. I would say that both ideas would work decently well, OR game can scale down the damage of each laser, so overall firing each of them once would only deal maximum damage equal to damage dealt by 4x Lasers, no matter how much of them this build has. Kind of like the power system is unable to properly power up SU much power-hungry weapons and just splits energy between them, so they deal less damage with each laser installed. It would make less sense as a preventive action against these builds, but it would also not go so far agians't mechwarroir free mechlab. Though i liked your ideas with passive heat production too, it's both logical and effective.
#1467
Posted 23 July 2023 - 06:50 AM
For now QP is plagued with group queues or single players running Crael Crusaders with 10x MGs, which is just stupid and broken. They deal 10-15 DPS without any heat generation or jam chance, AND they have 4xSRM6 for busting through armor, as if 10 uninterrupted DPS wasn't enough, AND they have a ton of armor on top of all that. A lot of times there are groups of 4 or 3 Craels running together and dealing overall DPS of 40-60 (!!!) with ONLY machineguns, not counting SRMs yet. If they are not instantly focused by everyone, they just drill through any armor in few seconds, and even faster with their SRMs. This is broken, not fun, not fair and should be fixed. My ideas:
-Make MGs produce heat, similarily how Flamers are produceing heat (exponentially), maybe with slightly more time for firing;
-Make MGs have jam chance, similarily to how RACs jam chance works (give them gauge of jamming, like RACs have), maybe with slightly less time spent jammed, but with REALLY big jam chance to prevent huge uninterrupted DPS of machinegun boats.
-Maybe it would be good to make all these effects take place ONLY when there are more than 4 machineguns installed on mech, then they would be still free to use as a finishing weapon for normal mechs, but would work more like RACs on MG boats.
-Reduce ammo capacity of 1 ton of MG ammo in half or more. This would make them less spammable, and more likely to be used as a finishing tool, instead of main weapon system.
-Reduce Crael's either speed or armor. If they are heavy mechs with THAT much uninterrupted DPS - they should walk like any normal RAC-boating heavies, and if they are cosplaying light mechs with their speed and - they should be armored NOT more than any light or at most medium mechs.
OR, alternatively, make MGs not deal any damage to armor, or at least nerf their damage REALLY heavily, which would make them primarily a finishing tool, and not a DPS system for a heavy mech (for now AC20 spends more time busting through armor than machineguns, which is just stupid and unreasonably silly, not in a good way).
#1468
Posted 23 July 2023 - 07:35 AM
JumpingHunter, on 23 July 2023 - 06:50 AM, said:
For now QP is plagued with group queues or single players running Crael Crusaders with 10x MGs, which is just stupid and broken. They deal 10-15 DPS without any heat generation or jam chance, AND they have 4xSRM6 for busting through armor, as if 10 uninterrupted DPS wasn't enough, AND they have a ton of armor on top of all that. A lot of times there are groups of 4 or 3 Craels running together and dealing overall DPS of 40-60 (!!!) with ONLY machineguns, not counting SRMs yet. If they are not instantly focused by everyone, they just drill through any armor in few seconds, and even faster with their SRMs. This is broken, not fun, not fair and should be fixed. My ideas:
-Make MGs produce heat, similarily how Flamers are produceing heat (exponentially), maybe with slightly more time for firing;
-Make MGs have jam chance, similarily to how RACs jam chance works (give them gauge of jamming, like RACs have), maybe with slightly less time spent jammed, but with REALLY big jam chance to prevent huge uninterrupted DPS of machinegun boats.
-Maybe it would be good to make all these effects take place ONLY when there are more than 4 machineguns installed on mech, then they would be still free to use as a finishing weapon for normal mechs, but would work more like RACs on MG boats.
-Reduce ammo capacity of 1 ton of MG ammo in half or more. This would make them less spammable, and more likely to be used as a finishing tool, instead of main weapon system.
-Reduce Crael's either speed or armor. If they are heavy mechs with THAT much uninterrupted DPS - they should walk like any normal RAC-boating heavies, and if they are cosplaying light mechs with their speed and - they should be armored NOT more than any light or at most medium mechs.
OR, alternatively, make MGs not deal any damage to armor, or at least nerf their damage REALLY heavily, which would make them primarily a finishing tool, and not a DPS system for a heavy mech (for now AC20 spends more time busting through armor than machineguns, which is just stupid and unreasonably silly, not in a good way).
What you’re actually advocating for is for more long range in the game. Wouldn’t you rather they deal with the snipe problem.. where snipers consistently out damage the rest of the team while incurring little to no damage? At least with brawl (ie machine guns and srms), you have to use a lot more skill and put yourself in much greater risk.
Edited by DAEDALOS513, 23 July 2023 - 02:52 PM.
#1469
Posted 23 July 2023 - 07:27 PM
KursedVixen, on 05 July 2023 - 02:07 AM, said:
Game is set in fedcom civil war...
Yeah, that's right. I keep thinking of the invasion as ending in 3052 for some reason.
Edited by Alandios, 23 July 2023 - 08:39 PM.
#1470
Posted 24 July 2023 - 07:36 PM
#1471
Posted 28 July 2023 - 10:28 AM
Kaiju-Killer, on 24 July 2023 - 07:36 PM, said:
I would love to see a Thunderbolt missiles in game as a weapon system instead of Arrow IV, but i don't know how to balace them though, as they are basically missile equivalent of Autocannons with indirect fire ability. Splash damage weapons should only be allowed as a consumable alternative to artillery strike and air stirke, Arrow IV could be a one singular missle that would deal all the damage of artillery barrage in one explosion, but with really low projectile velocity, so it can be avoided or active battlefield could just move out of it's way if it was used not carefully.
Edited by JumpingHunter, 28 July 2023 - 10:45 AM.
#1472
Posted 28 July 2023 - 10:44 AM
DAEDALOS513, on 23 July 2023 - 07:35 AM, said:
What you’re actually advocating for is for more long range in the game. Wouldn’t you rather they deal with the snipe problem.. where snipers consistently out damage the rest of the team while incurring little to no damage? At least with brawl (ie machine guns and srms), you have to use a lot more skill and put yourself in much greater risk.
I didn't mean to buff long range at all, You are absolutely right about sniping meta problems in game, however i disagree that MG boating take any particular skill, for me it seems like it does in fact lower the skill floor for brawling, since you get a constant DPS without heat, jamming and without any serious ammo management problems, and DPS you get is REALLY bugger than it should have been (basically most MG boats can drill through armor faster than some mechs with very hot loadouts, and this is concerning, especially since most of these MG boats are actually lighter and faster than most of their competitiors in DPS department). MGs are really overtuned, and other than that im fine with SRMs and Pulse Lasers and other brawling stuff. After last update we got a mech with -100% jam chance on RACs, so now RACs will feel a bit closer to MGs, maybe then it would be clearer for more people WHY i think MGs are overrtuned.
Sniping meta can only be fixed by actually making maps that don't make sniping easy, like all current maps do, snipers should have to actually FIND their positon in relation to the current game situation. and be on constant move as the active battlefield moves around the map. By making brawlers stronger you will ONLY nerf mid-range unboats and MRM boats, since they are lacking both overwhelming firepower and alpha pin-point damage to deal with lighter close range threats and range to stay safe. I came up with MG tweaks as an unboat mech pilot, snipers dont really struggle with the MG and SRM fighters because they often get distracted and go hunting mid-range guys who hang up closer to their front line, so basically buffing MGs and SRMs only will make mid-range "ground-holding" mechs like Warhammer lifes harder, it wont have nearly as much effect on snipers, only map reworks will keep them in check.
Edited by JumpingHunter, 28 July 2023 - 10:45 AM.
#1473
Posted 28 July 2023 - 12:36 PM
I thought that if active probe had somewhat similar ability to UAV (obviously MUCH weaker, like 2x or 3x less range and a big cooldown time) it would make more sense. If player will "ping" with active probe, it will reveal all enemies in a somewhat medium radius around player for 5-7 seconds. Radar Deprivation nodes will reduce this time, and their users will only be revealed for 1 second, or even less time. And the cooldown time for the probe should be about 20-30 seconds. Also it should produce some small amount of heat. All ECMs will be disabled by this "ping" for same 5-7 seconds, and Stealth Armor will be disabled.
This would make APs more interesting to play with, will make informational warfare more engaging and mechs like Raven-3L more entertaining and rewarding to play with, and generally will make scouting for your team a more rewarding and useful job. Plus, it would make fighting these pesky Stealth Armor Fleas and Locusts less of a pain, especially when they are playing in groups. I think it's a nice idea.
Keeping passive bonuses of APs are not necessary, maybe it'll be good to keep sensor range boost only.
Edited by JumpingHunter, 28 July 2023 - 12:37 PM.
#1474
Posted 13 August 2023 - 04:26 PM
#1475
Posted 27 August 2023 - 07:05 AM
#1476
Posted 27 August 2023 - 08:05 PM
turrets back on the base in assault.
Reasons to capture points in conquest (repairs rearm?) same with the base on assault maybe, as well?
Edited by KursedVixen, 27 August 2023 - 08:05 PM.
#1477
Posted 28 August 2023 - 04:12 PM
#1478
Posted 16 September 2023 - 01:22 PM
- Mech explosion like Mechwarrior 5
#1479
Posted 19 September 2023 - 03:34 PM
#1480
Posted 04 October 2023 - 11:51 AM
Edited by jellicoDace, 03 November 2023 - 05:49 PM.
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