I think we should all push PGI to bring in more varied types of weaponry that should be available in our current time-line. We have more than enough mechs for both the IS and Clan, now we just need to add some more weapon types to spice up gameplay and offer better options for interesting tactics.
So please everyone, post weapon suggestions here and let's get all of us to convince PGI to develop more weapons to hopefully get more varied combat.


Get Pgi To Consider More Weapons
Started by RedDawnPhoenix, Sep 10 2015 10:31 AM
3 replies to this topic
#1
Posted 10 September 2015 - 10:31 AM
#2
Posted 10 September 2015 - 10:53 AM
I sent Paul a PM with a link to my version of the rifles yesterday. Hopefully he will read it soon.
If he never reads it....well......Then we know that much at least.
Usefull Rifles Without Breaking Lore Too Much.
Basicly it's a critseeker and/or has an internal structure damage bonus weapon. All the following stats are kept very close to lore.
- Heat, weight, crit slots, range remains totally untouched.
- the -3 damage to armor has been changed to -2.5 since even MG bullets scratch armor. Otherwise damage is the same against armor.
- Much slower than AC's firerate just like the lore says.
- Low velocity shells just like in the lore.
- All weapons in MWO has had an ammo increase compared to the TT game. Rifles has double the TT ammo just like the AC10 got.
- It might have Clan ER PPC style splash damage with lesser chances to crit than the point of impact.
So far i got 3 ways the Rifles could calculate critical hit chance.
The 1st way has a nearly guarantied crit chance against internals but it has the least damage potential of the 3 ways.
2nd way is very unstable but you will crit something. Trust me. You will crit something and chances are good you'll crit and destroy a lot of stuff.
If you get really lucky you will crit everything in the torso and destroy it...really. Extreme damage potential but unstable.
3rd way is a middleground between 1st and 2nd ways.
If he never reads it....well......Then we know that much at least.
Usefull Rifles Without Breaking Lore Too Much.
Basicly it's a critseeker and/or has an internal structure damage bonus weapon. All the following stats are kept very close to lore.
- Heat, weight, crit slots, range remains totally untouched.
- the -3 damage to armor has been changed to -2.5 since even MG bullets scratch armor. Otherwise damage is the same against armor.
- Much slower than AC's firerate just like the lore says.
- Low velocity shells just like in the lore.
- All weapons in MWO has had an ammo increase compared to the TT game. Rifles has double the TT ammo just like the AC10 got.
- It might have Clan ER PPC style splash damage with lesser chances to crit than the point of impact.
So far i got 3 ways the Rifles could calculate critical hit chance.
The 1st way has a nearly guarantied crit chance against internals but it has the least damage potential of the 3 ways.
2nd way is very unstable but you will crit something. Trust me. You will crit something and chances are good you'll crit and destroy a lot of stuff.
If you get really lucky you will crit everything in the torso and destroy it...really. Extreme damage potential but unstable.
3rd way is a middleground between 1st and 2nd ways.
Edited by Spleenslitta, 10 September 2015 - 10:54 AM.
#3
Posted 11 September 2015 - 05:07 AM
The game DOSEN'T NEED more weapons.. it needs many many other stuff before this..
Stuff like CW planetary value & economics, maps, PVE elements..
Why make more weapons when we don't have much to do with them?
Stuff like CW planetary value & economics, maps, PVE elements..
Why make more weapons when we don't have much to do with them?
#4
Posted 11 September 2015 - 07:57 AM
Vellron2005, on 11 September 2015 - 05:07 AM, said:
The game DOSEN'T NEED more weapons.. it needs many many other stuff before this..
Stuff like CW planetary value & economics, maps, PVE elements..
Why make more weapons when we don't have much to do with them?
Stuff like CW planetary value & economics, maps, PVE elements..
Why make more weapons when we don't have much to do with them?
PVE elements takes a completly different programmer (AI programming) than someone making new weapons.
Unless they implement tanks, choppers and such of course in PVE.
Planetary value & economics. I agree this is needed.
More maps? Sure. I agree completly. That requires a modeling programmer same as the ones making weapon models.
End result is that making new weapons barelly has an impact on how fast we can get new maps since they require a different set of skills than PVE, planetary value & economics.
Making a new model for a weapon is a much simpler and faster process than making a map.
Only the barrels of the weapons are shown in MWO which is much faster to make than a map - This is done by modelers.
They also have to make the firing sequence and projectile which is taken care of by either a modeler with skills for in animation or a specialist.
Paul would handle the stats such as damage, firerate, range and such for the weapons.
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