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New Functions For Clan Tc And Is Cc

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#1 Navid A1

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Posted 14 October 2015 - 12:50 PM

with the new changes in targeting, hit markers and reduced damage on non-locked targets, clan TCs and IS CCs that have been collecting dust for a long time can get new meaning.

Be creative PGI... for once... just try it one time. Code a new dynamic weight / slot TC system much like in the lore. This will balance out the advantages it can give
for example, if a mech has a large enough TC equipped, it should be able to:
  • have hit markers (flashing reticle) on a no-locked target
  • have non-reduced damage beyond laser 60% max range
  • etc
  • etc


If a mech has CC onboard it should get:
  • instant target info
  • instant target acquisition
  • instant target sharing
  • long sensor range
Thoughts on this?

Edited by Navid A1, 14 October 2015 - 06:49 PM.


#2 Champion of Khorne Lord of Blood

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Posted 14 October 2015 - 02:14 PM

So basically take it from near useless to OP?

#3 Monkey Lover

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Posted 14 October 2015 - 02:17 PM

Clan targeting computer is about the best 1 ton of upgrade you can do. IS CC is worthless.

#4 Alistair Winter

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Posted 14 October 2015 - 02:18 PM

I would welcome almost any change that encourages people to strap more equipment on their mechs, instead of min-maxing with guns and heatsinks all the time. Make the big clan targeting computers a viable choice, make jump jets worth taking in large numbers -both for lights and assaults - make AMS worth taking, make BAP worth taking for more mechs than Streakcrows and LRM boats...

Just do more things to encourage variety. Not just for the sake of making matches interesting, but also for the sake of making the number crunching and mechbuilding more interesting. Right now, it takes people about 5 minutes to figure out the best builds for new mechs in the game. The meta is so narrow. It would be nice to introduce a few more options to consider when creating new builds.

#5 Deathlike

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Posted 14 October 2015 - 02:21 PM

Anything to upgrade the 3 ton doorstop for your head is an improvement.

#6 Alex Morgaine

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Posted 14 October 2015 - 03:04 PM

Would definitely make cc worth taking on a long range mech.

#7 Alek Ituin

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Posted 14 October 2015 - 03:42 PM

How about you don't invalidate Light Mechs even further?

#8 Troutmonkey

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Posted 14 October 2015 - 06:23 PM

Hit conformation (ie red cursor) should not be used as a balancing mechanic.

It makes as much sense as trying to balance ballistics by hiding the ammo counter.

#9 Navid A1

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Posted 14 October 2015 - 06:32 PM

the greatest downside of not having a dynamic weight/slot targeting computer is that you can not have a new feature tied to it. Every feature it has, has to be scalable... like 2% to 10% as you go from MK1 to MK6.

New features can not be scaled. Perhaps PGI can put in an effort to make these a dynamic weight item. I assume most don't know that TC weight should depend on the amount of direct fire weapons on a mech, 1 ton for every 5 tons of weapons.

So i say, why not.... Make them OP as hell.. but make them a dynamic weight item. You wanna put 2 gauss rifles on your mech with a couple of lasers with long range hit marker... fine... pay the 6-7 ton price then.... no 1 ton TC for you.

#10 FupDup

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Posted 14 October 2015 - 06:36 PM

Those values in the original post are OP as heck...

For the TC, I think that their function ought to be simplified a bit. Their original role was to increase weaponry accuracy and/or precision, so it would be more straightforward to focus them on that end. All of the random sensor buffs ought to be removed because they just make the waters muddy. I would have their only functions to be increase projectile velocity and reduce beam duration (amount varying based on TC size). Much simpler of a system.


For the Command Console, I would also like it to not be focused on being just another sensor buff item. Some ideas might include allowing the player to equip both an artillery strike and airstrike at the same time, giving an extra consumable and/or mech module slot, maybe allowing multiple red doritos to be locked at a time, stuff like that. Maybe even allow the player to have multiple uses for each consumable they equip instead of just 1 (only pay for the first use of course).

Edited by FupDup, 14 October 2015 - 06:41 PM.


#11 Navid A1

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Posted 14 October 2015 - 06:50 PM

View PostFupDup, on 14 October 2015 - 06:36 PM, said:

Those values in the original post are OP as heck...

For the TC, I think that their function ought to be simplified a bit. Their original role was to increase weaponry accuracy and/or precision, so it would be more straightforward to focus them on that end. All of the random sensor buffs ought to be removed because they just make the waters muddy. I would have their only functions to be increase projectile velocity and reduce beam duration (amount varying based on TC size). Much simpler of a system.


For the Command Console, I would also like it to not be focused on being just another sensor buff item. Some ideas might include allowing the player to equip both an artillery strike and airstrike at the same time, giving an extra consumable and/or mech module slot, maybe allowing multiple red doritos to be locked at a time, stuff like that. Maybe even allow the player to have multiple uses for each consumable they equip instead of just 1 (only pay for the first use of course).


Well, that requires new coding.
If we consider new coding into account, then yes, there are tons of things that can be done. ( they can start by doing LB/AC ammo switch :ph34r:)

also I forgot to mention that i meant those numbers for a dynamic weight TC.





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