

Anti Mech Landmines
#1
Posted 23 June 2014 - 04:14 PM
The Inner Sphere version, just as an example. Would get, for say 75,oooCBills, 20 Anti Mech Mines that drop in clusters of five that do 25 points of damage to the legs of mechs.
The Clan version as an example. Would get for the same price. 15 Anti Mech Mines that drop in clusters of five but do 30 points of damage to the legs of mechs.
The reason behind this suggestion is to add more defense to Conquest and Assault map modes since turret health has been dropped down so drastically. I have no idea why they have been, but whatever. They should have been upped in health, but given variety instead of all of them having 2xMedLas and an LRM10.
Anyway. What do you all think?
#2
Posted 23 June 2014 - 04:22 PM
Edited by Grimwill, 23 June 2014 - 04:23 PM.
#3
Posted 23 June 2014 - 04:25 PM
Grimwill, on 23 June 2014 - 04:22 PM, said:
Interesting. But how would it encourage camping? With all your team milling around, they'd set off the mines too. FF is active after all. So it would actually make people leave the surrounding base area for fear of setting them off.
#4
Posted 23 June 2014 - 05:59 PM

#6
Posted 24 June 2014 - 02:27 AM
#7
Posted 24 June 2014 - 03:00 AM

#8
Posted 24 June 2014 - 03:37 AM
Meany people will moan and cry "op, meta, op" so it would be another waist of the developers time and everyone will hate them.
#9
Posted 24 June 2014 - 04:32 AM
I think mines would be a good addition, but only in relatively limited quantities, and the mines should be vulnerable to weaponsfire (MGs and flamers could be used to very easily remove a mine)
#10
Posted 24 June 2014 - 04:39 AM
Redshift2k5, on 24 June 2014 - 04:32 AM, said:
I think mines would be a good addition, but only in relatively limited quantities, and the mines should be vulnerable to weaponsfire (MGs and flamers could be used to very easily remove a mine)
They should be viable and can be destroyed by weapons. They should not be team based. For example they will blow up even if they are "your" mines. Add a bit of skill in the game but as i said it be very annoying and people will rage and cry a lot because of them, like the LRMs and op clan mechs.
#11
Posted 24 June 2014 - 04:44 AM
Also- the game just started getting more mobile (and has already slowed down again due to the resurgence of the poptart meta)
That said: Perhaps temporary mine fields (via Thunder LRMS) that last at most 60-90 seconds could prove handy without being too broken. (Would also have a weight setting on them, set it too heavy and a light will not detonate it, set it too light and a heavy will detonate it early. etc..)
------------
And because this is MWO, perhaps have them be detectable within 100 meters by BAP/CAP.
Further Edit: Jumpjets might become a requirement as well.
Edited by Livewyr, 24 June 2014 - 04:51 AM.
#12
Posted 24 June 2014 - 04:44 AM
Actually, vibrabombs are mentioned and used both in the BG and in the novels, but in MWO they would have more sense for an attack/defend mode.
#13
Posted 24 June 2014 - 06:37 AM
Some time ago there was talk from the Dev.'s about the different warhead types for the LRM and Arrow IV systems.
- at the time there were issues with methods of delivery and specific site location of the targeted munitions.
- Did the launching unit need to have the target site in view?
- Could these warhead types be delivered from 'off-board' elements and how would these target sites be selected?
~ from the general map, with possibly only the Command Console able to use this function?
~ with a special Mech mountable module to allow for a 'Forward Arty Controller', that allows for a mobile unit to request deployable mines at a spot they can see.
~ Use of a 'Dispensing Pod' that is mounted like an SRM launcher in the Mech Bay, pre-set ammo/mines installed and can be launched at locations on the ground to 'deploy the mines'.
There has still to be any news from PGI on if we will see new warhead types for LRM's, or the introduction of the 'available now in the timeline' Arrow IV FCS. Both the IS and the Clan do have and use Mech mines to some extent, with a resurgence in the IS Factions after the start of the Clan Invasion.
- I do like the idea of a 'Dispensing Pack', something possibly only suited or mountable with the Medium + class weight chassis. And could be much too large for a light Mech to successfully carry, in the 8+ ton weight area. (just an idea to give the Medium chassis another role function.)
There is a new game mode being developed and tested right now, the Attack/Defend mode.
- with a unique map being designed just for this mode.
- this is where we may see items like what we are asking about start to be designed and introduced.
The CW role of the Merc units allows them to 'Garrison' Planets and build up the locations defences, this could also lead to seeing this type of 'Mine' asset being deployed through various methods.
With the rather short 15 to 20min time limit on most public or private drops this does not leave very much time to plan and carry out any long term defensive strategies. Movement speed, time and deployment of some form of 'Mines' weapons needs to be designed to be easily integrated in this quick game play scenario. PGI has there work cut out for them when building this type of deployable element.
9erRed
#14
Posted 24 June 2014 - 06:45 AM
9erRed, on 24 June 2014 - 06:37 AM, said:
Could use the tag to target a region of area the hud will turn to a strange like red ring on the ground where your tagging and firing the mine layer lrm (is it the arrow).
Maybe like a mortar.
Edited by Nova Latios Storm, 24 June 2014 - 06:45 AM.
#15
Posted 24 June 2014 - 07:50 AM

Voted a big YES!

Edited by Nightmare1, 24 June 2014 - 07:50 AM.
#16
Posted 24 June 2014 - 11:41 AM
Then there's thunder ammunition: http://www.sarna.net/wiki/Thunder_LRM.
Missiles for clearing minefields: http://www.sarna.net...earance_Missile
There's also thunder ammo for the Arrow IV system (http://www.sarna.net...r_Arrow_Missile) and for different artillery guns, but thoose are not as important for this topic.
#17
Posted 30 June 2014 - 12:35 PM
#18
Posted 30 June 2014 - 01:53 PM
xeromynd, on 30 June 2014 - 12:35 PM, said:
No limit to mines - should be a weapon system and not a consumable. Limiting factor would be the ammo per ton just like any other non-beam system.
#19
Posted 01 July 2014 - 04:59 AM

#20
Posted 01 July 2014 - 06:44 AM
Nightmare1, on 30 June 2014 - 01:53 PM, said:
No limit to mines - should be a weapon system and not a consumable. Limiting factor would be the ammo per ton just like any other non-beam system.
Ah, I was seeing mines as an air-drop weapon much like Strikes.
As weapon systems, I think their niche utility would be enough to prevent mine spamming. I don't even think it would be terrible in conquest, as long as said mine drop doesn't encompass the whole area of a territory. Mines should be able to be destroyed after they've been placed, but still a bit hard to see.
A plus: have seismic sensors be able to detect mines. Boom.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users