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My Proposal For Skilltree, Modules, Rolewarfare, And Lowering Ttk.


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#1 beerandasmoke

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Posted 12 November 2015 - 03:01 PM

Lots of QQ on the forums about the new PTS and what role the skilltree and rolewarfare will play, if any, in the games future so I thought i would share a few of the ideas I had and bounce them off the community and PGI.

It seems rolefare takes a sideseat to highalpha, deathball, meta we are currently in. Why not take a few ideas from other games that have worked and incorporate them into this one. Now I know that this isnt exactly TT or canon but I think they would help to shake up the meta and make mechs viable.

My proposal is instead of having a master slot after eliting 3 mechs why not a cooldown ability or abilities tailored to rolewarfare unlocked through the skilltree. I will give some examples.

TANK: During battle at any time a mech with the tank ability can repair 25% of armor and internals. This would be a 1 time affair per battle and would not effect lost weapons, torsos, or limbs. Mechs such as the Atlas would be able to tank dmg much more effectively and brings strategy into play since a player would have to decide when exactly to use this ability. Mechs such as the Hunchback, Wolverine, Dragon, who have weapons centered in a single place could also benefit. Lets say instead of a 25% overall a 35% repair to a wolverine or dragons right arm. Same goes for a Hunchbacks Right torso. It would be up to the player to decide when to use this ability during a match.

ECM Mech: ECM would act exactly the way it does now but would be an ablility unlocked through the skilltree and subject to cooldown. So an ECM raven could activate his ECM and provide a bubble but it would only last for 30 seconds and he would have to wait for the cooldown to expire to activate it again. For mechs such as the Hellbringer make the duration much less, say 15 seconds, and a longer cooldown. Just enough to provide cover for a team pushing a gate in CW and thats it instead of overall coverage through an entire match.

Scout Mech: First off remove arty and UAV modules from game. Make them a cooldown ability on scout mechs. Arty would act exactly the same except for a longer cooldown. Say twice or three times a game depending on mech. A scout mech however would be able to place a UAV much like an arty strike. Just point at a ridgeline or other cover and activate and thats where the UAV appears. Now this would have to have a maxrange such as 600 to prevent spawn UAVS. A scout mech would also have the ability to have a constant seismic running.

Brawler mech: When activated the Brawler mech ablility gives a boost, or quirks, to shortrange large caliber ballistics, SRMS, and shortrange lasers such as heatgen and cooldown. While the ability is in effect the mech also acts as a mobile UAV towards any mechs in its LOS within 200 meters. Also if needed buffs to torso twist and range.

Longerange Missle Mech: when activated buffs to Range, cooldown, and heatgen on LRMs. Also the ability to break ECM cover on a single mech IF the LRM mech has a direct LOS while the ability is in effect. Also provides Target Decay while in effect.

Support mech: Example would be the Kitfox and Cicada mechs in this role. When support ability is activated duration of ECM is extended. Also AMS range and ROF is doubled. This next one is the big one for the role and acts much like a healer. Ability to add "Ghost Armor" to a friendly mech. When activated and within 100meters it adds a buff to the friendly mechs armor of ghost hitpoints enabling it to tank more incoming damage. This "ghost armor" would first have to be removed before doing actual damage to the mechs armor and internals. This would be subject to a long cooldown of course too offset the power of this ability. This could also be tweaked so a tier one mech such as a direwolf might only recieve a 5 to 10 percent buff but an awesome or gargoyle might recieve up to 20 when its pushing.

Some mechs could have dual roles such as having a strong brawler ability with a weaker repair ability to make them viable. This would take the place of the overpowered quirks and allow weaker mechs a greater role in the game if you buff the ability i believe. The weaker the mech the stronger you make the buffs and the more abilities it has but the player decides when to use them and they are only one time or temporary. All this would be unlocked through a skilltree at the master level.

#2 Tyler Valentine

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Posted 13 November 2015 - 12:22 PM

Personally, I don't want to see magical MMO style abilities brought into the game. A big part of the draw of Battletech for me is that it takes place in a believable universe devoid of special attributes that don't have any basis in reality. Adding things like a 'mech that can magically repair itself mid-battle ruins the feel of Battletech IMO.

#3 SkyHammyr

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Posted 13 November 2015 - 01:04 PM

Hey look, it's the guy that spent more time last night whining about the TBR-Cs on his team than actually playing the match.

That 100 match score you miraculously managed to pull down fills me with great confidence and trust in the validity of what you're spouting off here. Not really, I don't take you seriously.

Edited by SkyHammr, 13 November 2015 - 01:05 PM.


#4 phulcrum

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Posted 14 November 2015 - 01:01 PM

So... you want the game to be like a slow Hawken then? No thanks.

The things you're proposing would only make different meta. Meta you would probably still end up hating.





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