

The Two Things I Really Wish We'd Touch On To Help This Game Out
#1
Posted 16 October 2015 - 02:08 PM
First off, I really wish they'd just hard cap it, then increase dissipation. It would easily control high alphas and result in more face time to unload a full weapon compliment. Ghost heat is a good bandaid solution, but the mechanic is a bit clunky and hard to follow at times, especially when there's no in game warnings or such.
Secondly, as has been stated numerous times, There should be penalties for riding the high end of the heat curve. Hud failure, mobility drops, something, anything. Radar going ape. Something to deter riding the high end of the heat curve.
Two: Differing armor caps.
Simple. Just because two mechs are the same tonnage doesn't mean they should be able to take the same armor amounts. I've always thought of the Dire as "More weapons, less armor", and the Atlas as the flip since MW4. This would give a bit more flex as to what chassis you'd choose, and combined with a slightly lower TTK would let you basically choose between taking hits or giving them, based on the Chassis. We're seeing a bit of this in quirks, and I hope to see more quirks centered on suitability, but I'd like to see hard cap increases or decreases. Make some mechs capable of really just tanking armor at the cost of firepower.
Back it with quirks, sure, but if something like, say, the Summoner, suffers from low hardpoints, but can take more armor, well, it looks a bit less bad as it can at least take some punishment.
I'm not an overly great numbers man, and go more by feel, so this is by no means definitive or even all that great. I spent all my night in the ER, and this might not be as good an Idea as I think it is, haha.
#2
Posted 16 October 2015 - 02:28 PM
As for variable max armor, I'd love to see each variant have max armor base on stock armor values. This idea has been floating around for a long time now, most likely beginning with Konniving, and it's a good one.
#3
Posted 16 October 2015 - 03:10 PM
One: You mean, like the original TT rule?
Two: Put more weapons and less armor on your DWF.
#4
Posted 16 October 2015 - 03:14 PM
I think its stupid that my 4 AC2s are generating all this extra magical heat. Or that chain firing suddenly deals 68 heat on my 10 heat lasers and PPCs cuz I managed to click to fast....
Meanwhile, just dual firing the lasers deals the normal 20 heat.
60 capped heat scale, 1.4 SHS and 2.0x DHS would be fantastic. Remove ghost heat entirely.
#5
Posted 16 October 2015 - 03:20 PM
Cavale, on 16 October 2015 - 02:08 PM, said:
First off, I really wish they'd just hard cap it, then increase dissipation. It would easily control high alphas and result in more face time to unload a full weapon compliment. Ghost heat is a good bandaid solution, but the mechanic is a bit clunky and hard to follow at times, especially when there's no in game warnings or such.
Secondly, as has been stated numerous times, There should be penalties for riding the high end of the heat curve. Hud failure, mobility drops, something, anything. Radar going ape. Something to deter riding the high end of the heat curve.
Two: Differing armor caps.
Simple. Just because two mechs are the same tonnage doesn't mean they should be able to take the same armor amounts. I've always thought of the Dire as "More weapons, less armor", and the Atlas as the flip since MW4. This would give a bit more flex as to what chassis you'd choose, and combined with a slightly lower TTK would let you basically choose between taking hits or giving them, based on the Chassis. We're seeing a bit of this in quirks, and I hope to see more quirks centered on suitability, but I'd like to see hard cap increases or decreases. Make some mechs capable of really just tanking armor at the cost of firepower.
Back it with quirks, sure, but if something like, say, the Summoner, suffers from low hardpoints, but can take more armor, well, it looks a bit less bad as it can at least take some punishment.
I'm not an overly great numbers man, and go more by feel, so this is by no means definitive or even all that great. I spent all my night in the ER, and this might not be as good an Idea as I think it is, haha.
Been advocating the armor caps same way I have for size hardpoints, and different convergence mechanics....since closed beta. Along with a proper heatscale.
Yeah, you would likely need some serious offensive quirk to make a Jagermech attractive....because of it's thin hide. But if it could lay out lead at longer range, faster, for instance, then it might (note I say MIGHT) still work.
Biggest issue, is everyone comes up with one idea, and think it's the neatest thing since sliced bread, and few acknowledge it will take multiple symbiotic changes to make a tangible difference.
As it is.... I just don't see anything like this having any chance of happening anymore.
The CryHards have had their day, and we got the game we deserve, sadly.
#6
Posted 16 October 2015 - 03:26 PM
Bishop Steiner, on 16 October 2015 - 03:20 PM, said:
Yeah, you would likely need some serious offensive quirk to make a Jagermech attractive....because of it's thin hide. But if it could lay out lead at longer range, faster, for instance, then it might (note I say MIGHT) still work.
Biggest issue, is everyone comes up with one idea, and think it's the neatest thing since sliced bread, and few acknowledge it will take multiple symbiotic changes to make a tangible difference.
As it is.... I just don't see anything like this having any chance of happening anymore.
The CryHards have had their day, and we got the game we deserve, sadly.
Hey, stop that.
We just need a good push, nothing's ever over 'til it's over. Don't go all mopey downer on me.
#7
Posted 19 October 2015 - 01:41 AM
For instance, an Executioner has 120 points in the CT to allocate.. usually its something like 100 front, 20 back..
BUT, if you say, stripped the useless left arm of some armor, say, 30 points... you could add it to your CT to make it like 120 Front, 30 Back.
Same tonnage, different allocation. Choice of making left arm mounted LRM's flimsy to make CT stronger.
OR, if you stripped those LRM's down from 2 x LRM10 to 2 x LRM5, you would get some extra tonnage, and apply that tonnage to armor..
As far as I know, mechs are limited by weight they can carry because the Myomer muscles can only carry so much.. but I see no reason why you could not (in extreme gimp/fun build cases) theoretically replace ALL the weight of weapons but 1 small laser with armor?
I think you could have added armor tonnage in previous MW games.. so why not MWO?
Am I right? Or am I right?
#8
Posted 19 October 2015 - 02:38 AM
2. Convergence
Done
#9
Posted 19 October 2015 - 04:26 AM
Vellron2005, on 19 October 2015 - 01:41 AM, said:
For instance, an Executioner has 120 points in the CT to allocate.. usually its something like 100 front, 20 back..
BUT, if you say, stripped the useless left arm of some armor, say, 30 points... you could add it to your CT to make it like 120 Front, 30 Back.
It would be a buff for mechs that have their weapons all in one or two mech sections locations.
Also, I'm not sure if different max armor values for mechs of the same tonnage would be beneficial. I could see a future where players knew which mechs are thinly armored and made them priority targets, which would in turn make them extinct. Nobody likes to pilot a paper mech.
#10
Posted 19 October 2015 - 04:49 AM
Quote
You might think that but its incorrect. Both the stock Atlas and stock Dire Wolf have 19 tons of armor. Giving the Atlas way more armor than the Dire Wolf doesnt really make sense plus it doesnt fix whats actually wrong with the Atlas (the biggest problem with the Atlas is the combination of being slow and having hardpoints that only work well at short-range).
Sure, the Atlas could use some extra side torso armor to protect its weapons better. But the absolute best way to fix the Atlas is to add the LFE or make the ISXL work like CXL (survive a side torso destruction). That would give the Atlas a significant speed boost which would help get its brawling loadout into range.
Also the Atlas' missile hardpoints need to be worth more. They need to give IS SRMs a damage boost to 2.5 per missile (the clan ones are fine at 2.0 per missile since they weigh half as much). Additionally, artemis should give SRMs and direct LRMs a crit chance bonus to make artemis more worthwhile (lasers and ballistics get crit chance bonus from targeting computers, so missiles should get crit chance bonus from artemis).
Edited by Khobai, 19 October 2015 - 05:09 AM.
#11
Posted 19 October 2015 - 04:58 AM
2. back to 3025 era
3. keep jade chicken and time jump 3070
Edited by Karl Streiger, 19 October 2015 - 04:59 AM.
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