WE DO NOT NEED ANY MORE POWER CREEP
Thanks.
1
25 replies to this topic
#21
Posted 31 July 2015 - 11:51 PM
#22
Posted 01 August 2015 - 01:01 AM
JustEvil, on 31 July 2015 - 10:27 AM, said:
Nope. Seismic can be some sort of additional equipment, that is a sensor after all... Wait. Wasn't it like that all mechs have such sensors? Whatever, this is fine. Rest of the cooldowns and ranges and stuff is just ridiculous power creep - just like almost all of the skills, double basics stuff and especially speed tweak.
Fracking seismic ruining stealth for light mechs. Sigh... it used to be that even on forest colony you could use terrain to sneak through their lines, not so much post seismic wall hack. Granted reducing the max seismic range to 250m from 400m and making you have to stand still to use it made it slightly less problematic but frankly with seismic you just don't need the situational awareness you once did.
More importantly though speed tweak... giving mechs 3-5 tons of extra speed for free not sure WHY pgi thought that was a good idea but they did.. Hell if we didn't have speed tweak we could have the dasher assuming a toned down MASC.
#23
Posted 01 August 2015 - 01:51 AM
GonaDie, on 31 July 2015 - 09:08 AM, said:
B-b-but what about end game content?
How about we copy Borderlands and for every so much XP you get, you can choose a very small bonus to your piloting skills. Say you turn medium mechs slightly faster (1%) and further ranks stack. Have the bonuses on a log curve so they don't get too large and you can keep people on the self guided self improvement hamster wheel forever.
#24
Posted 01 August 2015 - 02:01 AM
Radbane, on 31 July 2015 - 11:44 PM, said:
You really think that bringin burntime down with 10% at level 5 would be that gamebreaking? From maybe 1,1 seconds to 1,0? Jeez, lol
If it is soooo insignificant, why do you want it then? Oh, and a laser burntime of CLasers is not 1 second. But nice try...
Narcissistic Martyr, on 01 August 2015 - 01:01 AM, said:
Fracking seismic ruining stealth for light mechs. Sigh... it used to be that even on forest colony you could use terrain to sneak through their lines, not so much post seismic wall hack. Granted reducing the max seismic range to 250m from 400m and making you have to stand still to use it made it slightly less problematic but frankly with seismic you just don't need the situational awareness you once did.
More importantly though speed tweak... giving mechs 3-5 tons of extra speed for free not sure WHY pgi thought that was a good idea but they did.. Hell if we didn't have speed tweak we could have the dasher assuming a toned down MASC.
True. That mod is op as hell. Actually it makes some other stuff obsolete imo.
Edited by Bush Hopper, 01 August 2015 - 02:07 AM.
#25
Posted 01 August 2015 - 03:01 AM
yea i want more weapon modules to replace some of the ridiculous quirks out there. mechs that are lacking can simply be given more module slots instead of quirks. you might also have weapon type specific module slots, say a dragon or wolverine can have a ballistic module slot, or a firestarter can get an extra laser module slot. those slots might also buff whatever module is installed there. and while were at it take modules up to 8 levels because im running out of things to spend gxp on.
Edited by LordNothing, 01 August 2015 - 03:02 AM.
#26
Posted 03 August 2015 - 04:54 AM
I still think this is the wrong place to ask for a weapon module sale. I twittered Russ about 2 weeks ago about this subject. No reaction. Maybe you need to bug him, too
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