What I Can Reasonably Expect From The Technology Jump
#41
Posted 31 January 2017 - 01:19 PM
#42
Posted 31 January 2017 - 03:18 PM
Rest of IS ERlasers, lbx, uac
Clan heavy lasers
light weight ballistics, ppc, stuff light mechs could run
LFE
infotech stuff
anything that would actually feel a decent bit different than current weapons and equipment.
#43
Posted 31 January 2017 - 03:27 PM
Heavy Lasers
Bombast Lasers
Binary Lasers
Light PPCs
Heavy PPCs
Light Gauss
Heavy Gauss
Then I would be happy
[/Edit] Snub-Nose PPCs, too! [/Edit]
Edited by Jay Leon Hart, 31 January 2017 - 03:33 PM.
#44
Posted 31 January 2017 - 04:47 PM
darqsyde, on 31 January 2017 - 10:01 AM, said:
My idea of them would be somewhat longer-ranged SRMs with (slightly) worse spread, no lock, and no artemis (ever). They're hot and heavy, but the idea of a 40-missile shotgun is kinda funny.
#45
Posted 31 January 2017 - 04:58 PM
#46
Posted 31 January 2017 - 05:08 PM
Hit the Deck, on 31 January 2017 - 04:58 PM, said:
I'd prefer them to hit within an area spread of an Awesome, otherwise they'll be too easy to crit smaller mechs if an assault is running 2-3x MRM40's and the spread is the same as LRM20.
I think artemis should only affect MRM20/30/40 travel speed.
#47
Posted 31 January 2017 - 05:17 PM
Hit the Deck, on 31 January 2017 - 04:58 PM, said:
They're not supposed to hit anything at that range except by blind luck, so...
#48
Posted 31 January 2017 - 05:26 PM
GrimRiver, on 31 January 2017 - 05:08 PM, said:
I think artemis should only affect MRM20/30/40 travel speed.
Beside spread, you also need to consider the speed of the missiles. Too slow (SRM "slow") and you can't hit anything at 450m beside a standing still Dire Wolf. Too fast and it would make them better SRMs (though they are less efficient than SRMs DPT-wise).
If you want to make them guided, the TRO says that they are dumb-fired only missiles thus no Artemis. Anything could be changed though, in the name of gameplay.
Kargush, on 31 January 2017 - 05:17 PM, said:
Sarna says that they have +1 to hit penalty which I don't consider as "not able to hit anything at 450m". Perhaps my understanding of the rules is lacking.
#49
Posted 31 January 2017 - 05:33 PM
Hit the Deck, on 31 January 2017 - 05:26 PM, said:
If you want to make them guided, the TRO says that they are dumb-fired only missiles thus no Artemis. Anything could be changed though, in the name of gameplay.
I know, that's why I added that last bit where artemis makes MRM travel speed a tad faster cause SRM's are pretty slow at max range.
#50
Posted 31 January 2017 - 05:59 PM
#51
Posted 31 January 2017 - 06:04 PM
Chados, on 31 January 2017 - 05:59 PM, said:
RAC/5 Centurion.... Yes please!
#52
Posted 31 January 2017 - 06:48 PM
#53
Posted 31 January 2017 - 07:07 PM
- Full set of ER lasers
- Light Fusion Engine
- Light Ferro Fibrous
- XL Gyros
- Small Cockpit
- Full set of Light Auto-cannons
- Heavy PPC
The other stuff, like MRMs, X-Pulse, Plasma Rifles, Light PPCs, Snub PPCs, etc. are all nice-to-have, but I wouldn't classify them as essential.
#54
Posted 31 January 2017 - 07:18 PM
#55
Posted 31 January 2017 - 07:43 PM
i dont expect any new mechanics. all lasers will act like existing lasers. filler tech will work about as expected, if we get something like xpulse i could see different durations, ranges, and heat levels than now, maybe even some new visual effects, but fundamentally they will be the same. ballistics have a lot of diversity as it is and you can do a lot by tweaking rate of fire, range, velocity, etc. missiles will still be missiles, mrms will just be fast srms with a but less spread and a lot more range. any guided missiles with be like the existing ones, lock, hold, hit.
if they did implement new mechanics id want to see crosshair following streak lerms, racs with proper heat ramping mechanics and continuous rapid fire, xpuls might work like the pulse lasers in mw3 or the continuous firing xpulse from mwll. i should point out that pgi did add new mechanics when they revamped the flamer, so i cant imagine them not being able to do that again. but do they want to? pgi's reputation for this kind of stuff is not great. i have a hunch that they are only moving the timeline forward to sell new iconic mechs and the weapons are just being thrown on as a teaser for those.
Edited by LordNothing, 31 January 2017 - 07:57 PM.
#56
Posted 31 January 2017 - 07:45 PM
#59
Posted 01 February 2017 - 12:23 AM
Yeonne Greene, on 31 January 2017 - 07:45 PM, said:
thing about modders is they tend to do anything in their power to add the features that they are passionate about. if that means learning a programming language or installing a multi-gig sdk they will do it. ive seen some mods that go as far as asm level patching of the engine in order to do what they want. it really depends on the game and the available tools. i remember when i did the exploding nails tutorial for quake c (and it had ammo switching!).
other games i dabbled in just used data files that were processed by the engine and you could do a lot without dipping your fingers into any real code. this was the way i intended the modder's approach analogy, where a developer would posses the complete picture where mod teams on the other hand are dealing with a black box. i dont like it when pgi act as if their own game is a black box.
Edited by LordNothing, 01 February 2017 - 12:24 AM.
#60
Posted 01 February 2017 - 02:23 AM
More weapons, more chaos and more pay to win.
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