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New Consumable- Vibrabombs


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#21 Tristan Winter

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Posted 01 February 2017 - 03:35 AM

I'd love to see vibrabombs in MWO.

I'd also love to see all consumables free to use, since R&R doesn't exist in MWO anymore.

#22 Dino Might

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Posted 01 February 2017 - 03:52 AM

I like this idea. I might prefer the dispenser be a piece of equipment (no hardpoint needed, but must be equipped in leg or torso?). Tonnage and crits can be hammered out later. Let's do it!

#23 Lily from animove

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Posted 01 February 2017 - 04:50 AM

View PostAccused, on 28 January 2017 - 01:18 PM, said:

We need mines. The hows and why can't be hammered out later.


perfect mind set to create something with a broken mechanic.

#24 Shiroi Tsuki

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Posted 01 February 2017 - 05:33 AM

I can get behind this. How much damage does it do?
Also might be a good idea to have some sort of faint visual indication as to where these mines are placed. Similar to how Junkrat's trap are seen on the enemy team. Keen eyes and situational awareness should be the counter the mines
Spoiler


#25 Nighthawk513

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Posted 01 February 2017 - 05:41 AM

Definitely either be able to carry 2 or them or have only one that drops 2-3 mines, 1 per 1.5 seconds when it is activated. Would prefer the later one.

And have it glow if you have a active probe. Otherwise its just a small mine. Obviously it would show up well on something like polar, but on the switchback in terra therma... Prepare to almost lose a leg.

Also, scouting. 4 cheetahs with them vs 4 griffins. As soon as the brawl starts or if they chase, start dropping them, and then begin legging mechs in 2 volleys.
This has potential... And active probes would actually get used for something aside from LRM and streaks!

#26 Shiroi Tsuki

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Posted 01 February 2017 - 05:49 AM

View PostNighthawk513, on 01 February 2017 - 05:41 AM, said:

Definitely either be able to carry 2 or them or have only one that drops 2-3 mines, 1 per 1.5 seconds when it is activated. Would prefer the later one.

And have it glow if you have a active probe. Otherwise its just a small mine. Obviously it would show up well on something like polar, but on the switchback in terra therma... Prepare to almost lose a leg.

Also, scouting. 4 cheetahs with them vs 4 griffins. As soon as the brawl starts or if they chase, start dropping them, and then begin legging mechs in 2 volleys.
This has potential... And active probes would actually get used for something aside from LRM and streaks!

So much agree with this. As long as they don't generate heat (invisible in Thermal), it should be fine

#27 Cy Mitchell

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Posted 01 February 2017 - 09:43 AM

View PostShiroi Tsuki, on 01 February 2017 - 05:33 AM, said:

I can get behind this. How much damage does it do?
Also might be a good idea to have some sort of faint visual indication as to where these mines are placed. Similar to how Junkrat's trap are seen on the enemy team. Keen eyes and situational awareness should be the counter the mines
Spoiler


View PostNighthawk513, on 01 February 2017 - 05:41 AM, said:

Definitely either be able to carry 2 or them or have only one that drops 2-3 mines, 1 per 1.5 seconds when it is activated. Would prefer the later one.

And have it glow if you have a active probe. Otherwise its just a small mine. Obviously it would show up well on something like polar, but on the switchback in terra therma... Prepare to almost lose a leg.

Also, scouting. 4 cheetahs with them vs 4 griffins. As soon as the brawl starts or if they chase, start dropping them, and then begin legging mechs in 2 volleys.
This has potential... And active probes would actually get used for something aside from LRM and streaks!


The damage value would have to be decided along with the mechanic of the consumable. For example, if only one mind was deployed with each consumable then a damage value of 20 would be reasonable. It would take multiple Light Mechs deploying mines to lay a mindfield that is going to actually destroy enemy Mechs but the threat of mines would be real and would slow down advances or attacks. If each consumable resulted in 3 mines being deployed at intervals of say 5 meters then damage could be similar to a Clan erPPC with 10 damage plus 5 splash damage to the nearest component. This would make one Light Mech better able to lay a minefield but the damage would still be within reason as even a Medium Mech would not lose a healthy leg even if it set off all three mines. With either example, I would like to see the UAV effect used so that the Mech that detonates the mine shows up on enemy radar for a few seconds. This would have the added benefit of letting a team know where the enemy was going or that a enemy Mech was in the vicinity of their base if they set a minefield near it. The UAV effects adds a whole additional layer of strategic uses for the Vibrabombs besides just doing some damage.

Edited by Rampage, 01 February 2017 - 09:44 AM.


#28 Felicitatem Parco

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Posted 01 February 2017 - 10:48 AM

The OP's idea is great. Balancing points:

1.). Mines can be destroyed by weapons fire and other mines / airstrikes. Because the mine will have little health, but the explosion will have AoE, you cannot lay a dense field of them without the risk of a single mine detonating the whole field and wasting all those mines.

2.) Friendly mines will appear on team radar like the little turret blips in Escort mode, and have the same marker as a friendly UAV if you aim at one.

3.) Mines, like airstrikes and atry, have a warmup timer at start of match to prevent use at spawn and have global team cooldown to prevent a mass mine dump in one second.

4.) They can (hopefully) have logarithmic damage fall off so they deal great damage up close, but still Have a wide AoE where they can deal ~1 damage and trigger other nearby mines.

#29 Novakaine

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Posted 01 February 2017 - 01:42 PM

Nope that would make choke point madness that is FW even worse.

#30 Cy Mitchell

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Posted 01 February 2017 - 03:14 PM

That is certainly a concern but it would be no worse than the entire defending team bringing air strikes or artillery and dropping them in the gate area. The Vibrabombs would be somewhat visible and destructible with weapon fire so they could be cleared by the attacking team. Plus both teams could use them to help prevent spawn camping by mining the areas around the spawn points.

Mining a choke point is a viable tactic in war games and mimics real life tactics. There are always viable tactics to overcome it too.

#31 LordBraxton

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Posted 01 February 2017 - 03:18 PM

I propose we get rid of consumables, modules, and pilot trees all together.

#32 GenghisJr

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Posted 01 February 2017 - 04:20 PM

No thanks, every cap point would be turned into a minefield, there are a lot of choke points on different maps that could be exploited as well, ramps, bridges, tunnels, hill crests. And...think of the fps hit if there is a whole lot of new clutter to keep track of on the battle field.

#33 Grimvid

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Posted 01 February 2017 - 04:36 PM

I don't see a balance problem. It does the same damage as an arty strike for one slot. I will ask that if they last all game, they should be detectable and destructible. No mines should occupy the same area at the same time.

#34 Cy Mitchell

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Posted 01 February 2017 - 04:44 PM

View PostGenghisJr, on 01 February 2017 - 04:20 PM, said:

No thanks, every cap point would be turned into a minefield, there are a lot of choke points on different maps that could be exploited as well, ramps, bridges, tunnels, hill crests. And...think of the fps hit if there is a whole lot of new clutter to keep track of on the battle field.



Only Mech under 40T can carry them so the ability to create minefield will be limited to how many Lights or light Mediums are on the team plus how many actually equip the mines. Fps should not take any more of a hit than it presently does with the Escort mode with the sensors and turrets.





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