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A Few Crazy Ideas.


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#21 Mcgral18

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Posted 08 December 2015 - 06:01 PM

View PostThunder Child, on 08 December 2015 - 05:45 PM, said:

But you gotta admit, it's good fun for a Pug match or two to drop in a 12 Flamer Nova.....


12 Flamer 4 MG


Still out-damaged some of the team....

View PostEscef, on 08 December 2015 - 05:54 PM, said:


I'd be more on board with the idea of extending optimal range without extending maximum range.


They are separate variables, they'd just need a different function (which only affects the one optimal, not both).

#22 cazidin

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Posted 08 December 2015 - 06:18 PM

I like the alternate flamer idea but unfortunately PGI probably can't implement that if they can't implement alternate ammo. Actually, let's talk about alternate ammo for a minute.

Okay, so they can't allow us to switch between the different ammo types mid-game. How about the next, closet thing. Allow us to put different ammo types on our mech. We'd be restricted to that ammo type but atleast we could change it. Does that sound like something PGI could do as a working compromise?

Back to Flamers. Making them high heat, high DPS but short range weapons would change their niche but they'd still be unattractive to most. Just like ER PPCs, which are too hot and a bit too slow without quirks. Increasing their DPS sounds fine but no one likes the roasting the enemy mech alive with Flamers idea? Posted Image

#23 Escef

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Posted 08 December 2015 - 06:26 PM

View Postcazidin, on 08 December 2015 - 06:18 PM, said:

Okay, so they can't allow us to switch between the different ammo types mid-game.


That's a bit of an over simplification. Ammo swapping is something that should have been coded into weapons from day 1, but wasn't. And initially they wanted clan LB-X cannons able to swap from cluster rounds to burst cannon shot. But the programmer that coded it did not put it together in such a way as to make this feasible. While it CAN be done, it would (apparently) require the code for these weapons to be rewritten from the ground up, which is not something PGI wants to throw manpower at right now (they have mechs to put out, sensor quirks to work on, CW Phase 3, steam release, etc.).

Just one of (many) things that both PGI and the player base has on a wishlist.

#24 Vellron2005

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Posted 09 December 2015 - 04:24 AM

View Postcazidin, on 08 December 2015 - 03:03 PM, said:

Greetings Mechwarriors. I had a few crazy ideas.

1.Change Pinpoint (skill) to increase the range on weapons by, say, 5%. PGI wouldn't even have to change the name of it and everyone likes a little more range on their weapons.

2.Flamers deal damage to internal structure, ignoring armor. When your mech overheats you take ticking internal damage so why shouldn't Flamers, which roast your mech have a similar ability?

They wouldn't be OP unless they dealt a lot of damage quickly. You'd still have to get within 100 meters for them to be effective but this would make them a little more useful.

3.Increase ammo per ton for ballistics and missiles. With an increase in TTK we need more ammo for ammo dependant builds to stay relevant. Nobody likes to run OOA in the middle of a glorious battle. I think a small increase like 80/T for AC2, 40/T for AC5 and 120 for atleast SRMs would be a nice change.

4.Decrease PPC and ER PPC heat by roughly 20% and increase PPC, ER PPC and ballistic velocity by say, 30-40%. Just to eliminate the uber quirks that some of them need.

What do you all think? What would you all like to see PGI add to help balance this game or just make it a lil better?


Yeah, your ideas are a recipe for OP..

2) You take damage to internals when you overheat because the stuff that's INSIDE of your mech is melting you.. If flamers did that, that would be OP..

4) If you decrease PPC heat, then that would make the DireStar a viable build.. so no please.. PPC's are just fine, and actually quite like in all the other MW games previous..

#25 cazidin

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Posted 09 December 2015 - 07:43 AM

I did say they were a few crazy ideas, did I not? I mean, clearly, the pinpoint change would be extremely OP. But really. I was thinking some very small ticking damage. But simply increasing flamer DPS and may range a bit does sound like a much better alternative solution and PGI can probably make that work much easier.

The DireStar will always be with us, Vellron. In other MW games the ER PPC always deals more damage and at greater ranges than a PPC in exchange for more heat. In MWO all we get is extreme range. Let's not forget that even if an individual PPC will run cooler that ghost heat will keep 2 or more from being fired at once.

Really, the only thing that may be a problem is a return of the pop tart meta but that can easily be fixed by either keeping weapon sway for 1-2 seconds after your jump jets stop/run out of fuel or with a new flavor of ghost mechanics.





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