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More Obvious & Uniform Role Perks


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#1 Hatachi

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Posted 16 September 2015 - 06:10 PM

I wasn't able to get more than one or two matches in due to the wait times, but these are impressions of the mechlab.

I understand what you are trying to do with your new quirks, however these are the first improvements outside balance that came to mind.

#1
Broad role phrasing what the mech excels at followed by a detailed breakdown of the stats.

Example

Something along the lines of

Jenner
Skirmisher/Striker (Description of what role entails for newbies)
Excels at Short Distances (0-270m)

*detailed breakdown of quirks here*


#2
Make percentage armor/internal structure increases the same for each chassis across variants and also show what they modified armor comes out to in the mechlab.

Right Arm in yellow text armor 62
*let's say for example it has a 10% armor perk* white text enforced armor 68


Throw a some TRO style text of the role statement and you would have a nice flavorful pull down menu that gives stats and puts some fluff in the game.

On a final note, if you want to nerf sensors for most mechs by a huge margin in every area but one.... just decrease the base radar detection rate and increase the area they're good in. 0,50%+,0 is less depressing to look at than -50%, 0, =50%.

#2 DivineEvil

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Posted 17 September 2015 - 12:56 AM

Well duh, the problem here is they have not really implemented roles to begin with.

I don't believe that our player base is so terrible, that people wouln't be able to tell what a mech is good for without hints. What it would take, is a separate quirk list segment, which shows in different colors what the mech' main quirks are. Then you're free to evaluate which variant is going along with your needs better.





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