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New Weapons?


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#1 Rodo

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Posted 27 July 2016 - 02:56 PM

So, i was wondering.
Why is so difficult to bring new weapons to the game?
Such as MRM, LightGauss, heavygauss, explosives, bombast laser, x pulse laser.
Also turn ferro fibrous, reactive and reflective armours usefull against each kind of weapon.

#2 Squirg

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Posted 27 July 2016 - 04:06 PM

Because PGI is still trying to figure out how to change values in an .xml file.

#3 Snowbluff

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Posted 27 July 2016 - 04:15 PM

Because the balance would be ******.

Reflective armor and the like would just be dumb. You'd be rolling the dice as to what weapons you're enemies would be wearing. Oh you have your reflective armor? Does that mean the KDK-3 is doing 80 damage per double tap still? Or if you brought an energy build, but you can only do half damage?

Edited by Snowbluff, 27 July 2016 - 04:16 PM.


#4 Requiemking

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Posted 27 July 2016 - 04:18 PM

Actually Reflective armour would be pretty good for Light pilots to have. I have actually found that, when using a mech that utilises ballistics, It's a pain in the rear to hit Lights with most kinds of ballistic weapons. Lasers hit them more often than ballistics do. So reflective armour would actually be a boon for Lights.

#5 Nightmare1

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Posted 27 July 2016 - 04:26 PM

View PostRodo, on 27 July 2016 - 02:56 PM, said:

So, i was wondering.
Why is so difficult to bring new weapons to the game?
Such as MRM, LightGauss, heavygauss, explosives, bombast laser, x pulse laser.
Also turn ferro fibrous, reactive and reflective armours usefull against each kind of weapon.



I've been saying this for years...

#6 El Bandito

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Posted 27 July 2016 - 04:29 PM

There are plenty of timeline conforming weapons PGI hasn't touched. ARROW IV, mech mounted Long Tom, Thunder LRM, Blazer, Inferno SRM/SSRM etc...

#7 DrxAbstract

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Posted 27 July 2016 - 04:37 PM

View PostEl Bandito, on 27 July 2016 - 04:29 PM, said:

There are plenty of timeline conforming weapons PGI hasn't touched. ARROW IV, mech mounted Long Tom, Thunder LRM, Blazer, Inferno SRM/SSRM etc...

Oh god, the tears from those...

ARROW IV would be so much fun on an RVN-3L.

What iteration of Thunder LRMs are we talking about? The multi-munition minelayer kind or the heavy damage, high tonnage ones from MW4?

#8 TWIAFU

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Posted 27 July 2016 - 04:40 PM

View PostEl Bandito, on 27 July 2016 - 04:29 PM, said:

There are plenty of timeline conforming weapons PGI hasn't touched. ARROW IV, mech mounted Long Tom, Thunder LRM, Blazer, Inferno SRM/SSRM etc...


Not to mention new versions of LBx, uACs, and ER Lasers.

Oh and MRMs.

Lots of MRMs.

Edited by TWIAFU, 27 July 2016 - 04:41 PM.


#9 Y E O N N E

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Posted 27 July 2016 - 04:42 PM

View PostTWIAFU, on 27 July 2016 - 04:40 PM, said:


Not to mention new versions of LBx, uACs, and ER Lasers.


Those aren't "timeline conforming," though. About 5 years out, though timeline is not something PGI is really following anymore. They just don't want to do new guns for some internal reason.

#10 El Bandito

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Posted 27 July 2016 - 04:59 PM

View PostDrxAbstract, on 27 July 2016 - 04:37 PM, said:

Oh god, the tears from those...

ARROW IV would be so much fun on an RVN-3L.

What iteration of Thunder LRMs are we talking about? The multi-munition minelayer kind or the heavy damage, high tonnage ones from MW4?



Mine layer. ARROW IV can fill the heavy damage role.

#11 Rodo

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Posted 27 July 2016 - 05:00 PM

View PostYeonne Greene, on 27 July 2016 - 04:42 PM, said:


Those aren't "timeline conforming," though. About 5 years out, though timeline is not something PGI is really following anymore. They just don't want to do new guns for some internal reason.


would be nice if some pgi employee anwser that !

#12 Metus regem

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Posted 27 July 2016 - 05:12 PM

View PostDrxAbstract, on 27 July 2016 - 04:37 PM, said:

What iteration of Thunder LRMs are we talking about? The multi-munition minelayer kind or the heavy damage, high tonnage ones from MW4?


Your thinking of Thunderbolt missiles...

Sure add Thunderbolt missiles, any Mech mounting AMS takes them out, not to mention they are externallycarried, mKing them vulnerable to being blow up, reality that damage to the Mech using it....

#13 davoodoo

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Posted 27 July 2016 - 05:35 PM

View PostEl Bandito, on 27 July 2016 - 04:29 PM, said:

There are plenty of timeline conforming weapons PGI hasn't touched. ARROW IV, mech mounted Long Tom, Thunder LRM, Blazer, Inferno SRM/SSRM etc...

You forgot about sniper.

I would love to see helepolis in the game and would love to mount this on kgc, even more so if i could direct fire that :D

Edited by davoodoo, 27 July 2016 - 05:37 PM.


#14 Narcissistic Martyr

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Posted 27 July 2016 - 05:45 PM

View PostEl Bandito, on 27 July 2016 - 04:29 PM, said:

There are plenty of timeline conforming weapons PGI hasn't touched. ARROW IV, mech mounted Long Tom, Thunder LRM, Blazer, Inferno SRM/SSRM etc...


Arty weapons have ranges in maps with max ranges of around 4km+. So there's not really a good reason to have them as a playable weapon. However they would make a nice consumable.

Thunder LRM- Lost to IS and Clans don't use them that much tbh. Also PGI can't do ammo switching because the person who coded it (and later left or was fired) did such a piss poor job of documenting the code that PGI would have to actually put effort into changing it and since most people don't care... well you know how it is

Blazer- Experimental weapon that never saw deployment (but would be a great IS equivalent to the clan heavy lasers)

Infernos are good enough but again ammo switching.

#15 Brain Cancer

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Posted 27 July 2016 - 05:46 PM

View PostRodo, on 27 July 2016 - 05:00 PM, said:


would be nice if some pgi employee anwser that !


Paul's stated there's no new weapons currently in the pipeline.

View PostMetus regem, on 27 July 2016 - 05:12 PM, said:

Your thinking of Thunderbolt missiles...

Sure add Thunderbolt missiles, any Mech mounting AMS takes them out, not to mention they are externallycarried, mKing them vulnerable to being blow up, reality that damage to the Mech using it....


There's two versions of the Thunderbolt- the first is the 3050s-era experimental one (which had the aforementioned awkward issues). The production-model Thunderbolts don't have the same volatility issues or limits on mounting locations. They still would have health similar to a NARC pod, so single Thunderbolt launchers might have issues punching through. They also operate much like an LRM now, including lockon and indirect fire capacity but no NARC/TAG/Artemis bonuses.

#16 Rodo

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Posted 27 July 2016 - 05:49 PM

View PostBrain Cancer, on 27 July 2016 - 05:46 PM, said:


Paul's stated there's no new weapons currently in the pipeline.



Ok, but why?

#17 davoodoo

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Posted 27 July 2016 - 05:54 PM

View PostBrain Cancer, on 27 July 2016 - 05:46 PM, said:

Paul's stated there's no new weapons currently in the pipeline.

"God stated that no new technology is needed, so we will continue to use trebuchets"
-Catholic priest, middle ages.

Edited by davoodoo, 27 July 2016 - 05:54 PM.


#18 Brain Cancer

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Posted 27 July 2016 - 05:54 PM

View PostNarcissistic Martyr, on 27 July 2016 - 05:45 PM, said:


Arty weapons have ranges in maps with max ranges of around 4km+. So there's not really a good reason to have them as a playable weapon. However they would make a nice consumable.


Mech mounted artillery are actually artillery CANNONS, cut down versions of the real guns. The longest range ones have a roughly 600m range, not 4km+ and do less damage. The Arrow IV, being the one true "artillery" weapon you can mount get a reach of 3,060 meters.

Quote

Thunder LRM- Lost to IS and Clans don't use them that much tbh. Also PGI can't do ammo switching because the person who coded it (and later left or was fired) did such a piss poor job of documenting the code that PGI would have to actually put effort into changing it and since most people don't care... well you know how it is

Blazer- Experimental weapon that never saw deployment (but would be a great IS equivalent to the clan heavy lasers)

Infernos are good enough but again ammo switching.


Blazers got to prototype level and just never really took off until double heat sinks came around. Always the bridesmaid...

And ammo switching kills any real chance to advance the timeline since the Clans have a brand new missile system that really has to have that capacity to be meaningful.

#19 DrxAbstract

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Posted 27 July 2016 - 07:29 PM

View PostMetus regem, on 27 July 2016 - 05:12 PM, said:

Your thinking of Thunderbolt missiles...

Sure add Thunderbolt missiles, any Mech mounting AMS takes them out, not to mention they are externallycarried, mKing them vulnerable to being blow up, reality that damage to the Mech using it....

No, I'm not talking about the Thunderbolt, which video game wise was only featured in the Mech Commander series, not the MechWarrior series.

The Thunder LRM 20 was in Mech4 as part of the MekTek packs, however it was simply heavier and did more damage than the standard IS LRM 20. This was alongside the ARROW IV and ARROW IV Cluster.

#20 Metus regem

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Posted 27 July 2016 - 08:42 PM

View PostDrxAbstract, on 27 July 2016 - 07:29 PM, said:

No, I'm not talking about the Thunderbolt, which video game wise was only featured in the Mech Commander series, not the MechWarrior series.

The Thunder LRM 20 was in Mech4 as part of the MekTek packs, however it was simply heavier and did more damage than the standard IS LRM 20. This was alongside the ARROW IV and ARROW IV Cluster.


I never used the Mektek stuff, so it up on everything they added... that being said, the Thunderbolt launchers are heavier than standard LRM's.... 3/7/11/15t depending if you are mounting the 5/10/15/20, the upside is if they hit they do not roll on the cluster table, doing all their rated damage to one location.





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