just bring in a convergence mechanic that actually works, because people do not actually have target computers (because else there wouldnt be the option to mount them) and neither are we setting our weaponrange manually. unless we have detailed target information (hello infotech, including ecm which needs to be changed to a penalty instead of a total block) we could NEVER do a pinpoint alphastrike with weapons mounted on different places on the mech. its virtually impossible to do so.
just make a mech, that is firing without having a locked on target every weapon it has mounted straight. essentially this would at least translate into a precision penalty as big as your own mech is. this way you still have playerskillinput, as you can aim specific weapons into a specific target without giving you the option to put 2 gaus rifles and 2 erppcs into one component at 1k range without having someone to actually relay target data to your mech.
this will also promote that random stealthy SCOUT role, without him risking a pinpoint alphastrike in case he screws up.
oh and make tag lasers not visible to the enemy aside from the tag-laser-icon in the ui, so they can know that one is being tagged without knowing where the tag is comming from.


Info Tech And Increased Time To Kill - Good For The Game
Started by Wolf Clearwater, Sep 12 2015 05:42 PM
balance re-pass
61 replies to this topic
#61
Posted 23 September 2015 - 08:08 AM
#62
Posted 23 September 2015 - 08:19 AM
Cold Darkness, on 23 September 2015 - 08:08 AM, said:
just bring in a convergence mechanic that actually works, because people do not actually have target computers (because else there wouldnt be the option to mount them) and neither are we setting our weaponrange manually. unless we have detailed target information (hello infotech, including ecm which needs to be changed to a penalty instead of a total block) we could NEVER do a pinpoint alphastrike with weapons mounted on different places on the mech. its virtually impossible to do so.
just make a mech, that is firing without having a locked on target every weapon it has mounted straight. essentially this would at least translate into a precision penalty as big as your own mech is. this way you still have playerskillinput, as you can aim specific weapons into a specific target without giving you the option to put 2 gaus rifles and 2 erppcs into one component at 1k range without having someone to actually relay target data to your mech.
this will also promote that random stealthy SCOUT role, without him risking a pinpoint alphastrike in case he screws up.
oh and make tag lasers not visible to the enemy aside from the tag-laser-icon in the ui, so they can know that one is being tagged without knowing where the tag is comming from.
just make a mech, that is firing without having a locked on target every weapon it has mounted straight. essentially this would at least translate into a precision penalty as big as your own mech is. this way you still have playerskillinput, as you can aim specific weapons into a specific target without giving you the option to put 2 gaus rifles and 2 erppcs into one component at 1k range without having someone to actually relay target data to your mech.
this will also promote that random stealthy SCOUT role, without him risking a pinpoint alphastrike in case he screws up.
oh and make tag lasers not visible to the enemy aside from the tag-laser-icon in the ui, so they can know that one is being tagged without knowing where the tag is comming from.
forgot about convergence...yes another thing we've been asking for
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