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Suggestions To Make Is A Choice Over Clans.


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#21 RestosIII

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Posted 17 December 2016 - 12:25 PM

View PostNovakaine, on 17 December 2016 - 12:24 PM, said:

Posted Image


That gets your point across better. ;)

#22 FupDup

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Posted 17 December 2016 - 01:58 PM

View PostSnazzy Dragon, on 17 December 2016 - 12:14 PM, said:


Just imagine. You're in a kodiak-3. You turn the corner in your cheese double gauss double ppc build, licking your lips as you're about to pop some smelly IS scrub. Then an axeman is around that corner, and chops off your PPC arm. You hyperventilate, not knowing what to do, and you miss your gauss shot. The axeman dumps 4 SRM6+A into your CT and then finishes it with another melee blow to your open core. You cry in outrage, going nuts in all chat and accursing them of wall hacks and aimbots.

Posted Image

I hate to rain on your parade, but...

The Battlemech hatchet weapon deals 1 point of damage for every 5 tons that your mech weighs. The Axman is 65 tons, meaning that its ax deals only 13 damage per swing.

You're not going to instantly chop off limbs with only 13 damage per hit.

#23 Snazzy Dragon

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Posted 17 December 2016 - 01:58 PM

View PostFupDup, on 17 December 2016 - 01:58 PM, said:

I hate to rain on your parade, but...

The Battlemech hatchet weapon deals 1 point of damage for every 5 tons that your mech weighs. The Axman is 65 tons, meaning that its ax deals only 13 damage per swing.

You're not going to instantly chop off limbs with only 13 damage per hit.


You say that like PGI has never adjusted TT values for balance before.

#24 FupDup

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Posted 17 December 2016 - 02:01 PM

View PostSnazzy Dragon, on 17 December 2016 - 01:58 PM, said:

You say that like PGI has never adjusted TT values for balance before.

They're not going to make the hatchet powerful enough to instantly destroy limbs on a fully armored 100-ton mech. That would take around 100 points of damage, and that would be crazyballs for a 5-ton weapon, even in melee range.

#25 Snazzy Dragon

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Posted 17 December 2016 - 02:09 PM

View PostFupDup, on 17 December 2016 - 02:01 PM, said:

They're not going to make the hatchet powerful enough to instantly destroy limbs on a fully armored 100-ton mech. That would take around 100 points of damage, and that would be crazyballs for a 5-ton weapon, even in melee range.


Nevermind the exaggerations for comedic effect either

#26 Cizjut

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Posted 17 December 2016 - 02:27 PM

Reduce IS equipment costs
OR
Better stock equipment

Since the second isn't going to happen, and reducing the grind is unheard in F2P games

Giveaway earnable or free good preconfigured IS mechs to the IS ranks

"I'm using a LRM only Catapult, sir"
Not anymore. Take this Standard Military Issue Laser vomit Warhammer, just like the rest of the IS pugs

#27 CaolStone

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Posted 17 December 2016 - 02:48 PM

Bring there Ballistic Weapons up a bit. The all or nothing Dmg with them make them much harder to use. The Clan guns u can zero in your shots. Fireing 1/2 yur shot and doing next to no dmg isnt fun and for a new player will make them go Clan more often. Just my thoughts all.

#28 Bradigus

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Posted 17 December 2016 - 03:45 PM

View PostCaolStone, on 17 December 2016 - 02:48 PM, said:

Bring there Ballistic Weapons up a bit. The all or nothing Dmg with them make them much harder to use. The Clan guns u can zero in your shots. Fireing 1/2 yur shot and doing next to no dmg isnt fun and for a new player will make them go Clan more often. Just my thoughts all.


And on the flip side, clan autocannons are notoriously difficult to use against targets that aren't standing still and staring at you like deer in headlights because of that stream of pellets. Even with a little torso twisting, that UAC10 or 20 burst turns into 3 or 5 damage spread across 2 or 3 different components. Whereas with inner sphere ballistics, if you hit the place you want to hit, you do full damage there. The grass is NOT greener on the other side, here.

Inner Sphere ballistics are mostly fine where they are, though the weapon system could use an integrated ton of ammunition that comes with the weapon when you equip it in your loadout. This ton of ammo would not take any extra space or tons, as it would be considered rolled in as part of the weapons cost itself. This is mostly to help standard engine builds and lighter mechs trying to bring ballistics and not being able to bring ammunition to actually kill their targets.

#29 Vonbach

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Posted 17 December 2016 - 04:37 PM

Well they better figure out something before mechwarrior online becomes clanwarrior online.

#30 Valhallan

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Posted 17 December 2016 - 05:29 PM

View PostSnazzy Dragon, on 17 December 2016 - 02:09 PM, said:


Nevermind the exaggerations for comedic effect either

Not an exaggeration really, use the old mace in THB instead of the super nerfed TACOPS version, stuff in TSM, get in fatlas, wala 80 dmg pet hit Posted Image while running 80kph

#31 JediPanther

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Posted 17 December 2016 - 06:24 PM

View PostCizjut, on 17 December 2016 - 02:27 PM, said:

Reduce IS equipment costs
OR
Better stock equipment

Since the second isn't going to happen, and reducing the grind is unheard in F2P games

Giveaway earnable or free good preconfigured IS mechs to the IS ranks

"I'm using a LRM only Catapult, sir"
Not anymore. Take this Standard Military Issue Laser vomit Warhammer, just like the rest of the IS pugs


That's funny as stat wise that lrm catapult is my no 1 mech. Except mine likes 4 med lasers as back up.
CPLT-C1 528 254 263 0.97 385 331 1.16 153,565

As ton make is mechs better add ammo per ton for the big ac mechs. My hbk-4g would love an extra ten-twenty of ac 20 rounds. IS doesn't have the speed unless they give up a lot of weapons or big guns to keep pace with all those 80kph heavies so at least give them the ammo to fight. Buff the armor of that hbk rt too.

#32 Y E O N N E

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Posted 17 December 2016 - 06:31 PM

View PostSkanderborg, on 17 December 2016 - 11:33 AM, said:

Your reactor is 300 years old , so who's telling whats wrong with this thing even after you took it to the dealership and they said its "fixed" Your mech goes into uncontrollable fusion reaction ending with you becoming a small hydrogen bomb! deals 400 damage to everyone within 600m while also leaving radioactive fallout for everyone else to enjoy.


Large lasers alone give everybody cancer within several kilometers radius of the battlefield because gamma ray exposure. Posted Image

#33 Skanderborg

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Posted 17 December 2016 - 06:43 PM

View PostYeonne Greene, on 17 December 2016 - 06:31 PM, said:


Large lasers alone give everybody cancer within several kilometers radius of the battlefield because gamma ray exposure. Posted Image


The EPA better not figure out about this or they will shut this game down!

#34 Y E O N N E

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Posted 17 December 2016 - 10:20 PM

View PostSkanderborg, on 17 December 2016 - 06:43 PM, said:


The EPA better not figure out about this or they will shut this game down!


Something something OSHA...

#35 Jman5

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Posted 17 December 2016 - 10:21 PM

I love the idea of making the IS mechs into clunkers and turning it into an advantage. Of sorts...

Here's another one in the same vein.

Black Knight: Turns out that the factory responsible for replacement parts was bombed out of existence 50 years ago. You wont be getting a new arm any time soon. However on the bright side, you now have a little extra spare tonnage to work with. Just ignore the smoke coming out of the socket. It's perfectly normal!

Edited by Jman5, 17 December 2016 - 10:22 PM.


#36 Skanderborg

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Posted 18 December 2016 - 10:53 AM

View PostJman5, on 17 December 2016 - 10:21 PM, said:

I love the idea of making the IS mechs into clunkers and turning it into an advantage. Of sorts...

Here's another one in the same vein.

Black Knight: Turns out that the factory responsible for replacement parts was bombed out of existence 50 years ago. You wont be getting a new arm any time soon. However on the bright side, you now have a little extra spare tonnage to work with. Just ignore the smoke coming out of the socket. It's perfectly normal!


I'm sure we could come up with some creative stuff from this list http://www.sarna.net...i/Design_Quirks , not adhere to it exactly but get some inspiration from it. There's already a bunch of "Junker" quirks in the board game , they just unfortunately tend to be entirely negative.

#37 Y E O N N E

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Posted 18 December 2016 - 12:35 PM

Mmmm, Bishop Steiner's "Alley Cat."

#38 Tordin

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Posted 18 December 2016 - 12:40 PM

Limit the amount of Merc units allowed to take contract with either side. Done, let the tears flow or the sugar flourish.

#39 Skanderborg

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Posted 19 December 2016 - 02:20 PM

In the spirit of the american mid west and south east you can now mount weapons on top of your mech with weapon utility racks! similar to what these gentlemen did. Now with ppcs! so you can turn that low slung kuckle dragger mech into a high mounted trade champ!

http://geekologie.co...h2-with-ove.php

Edited by Skanderborg, 19 December 2016 - 02:22 PM.






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