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What I Can Reasonably Expect From The Technology Jump


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#41 r4plez

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Posted 31 January 2017 - 01:19 PM

More cashgrab.

#42 dario03

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Posted 31 January 2017 - 03:18 PM

I hope we get a lot of stuff.
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 Jay Leon Hart

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Posted 31 January 2017 - 03:27 PM

X-Pulse Lasers
Heavy Lasers
Bombast Lasers
Binary Lasers
Light PPCs
Heavy PPCs
Light Gauss
Heavy Gauss

Then I would be happy Posted Image

[/Edit] Snub-Nose PPCs, too! [/Edit]

Edited by Jay Leon Hart, 31 January 2017 - 03:33 PM.


#44 Kargush

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Posted 31 January 2017 - 04:47 PM

View Postdarqsyde, on 31 January 2017 - 10:01 AM, said:

MRMs should be dead simple to implement, since they are basically just longer range versions of SRMs, with a larger spread.

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 Hit the Deck

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Posted 31 January 2017 - 04:58 PM

MRMs wouldn't be that easy to implement if you want them to be able to hit something at their intended range (450m, though with to hit penalty in TT) with consistency.

#46 GrimRiver

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Posted 31 January 2017 - 05:08 PM

View PostHit the Deck, on 31 January 2017 - 04:58 PM, said:

MRMs wouldn't be that easy to implement if you want them to be able to hit something at their intended range (450m, though with to hit penalty in TT) with consistency.

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 Kargush

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Posted 31 January 2017 - 05:17 PM

View PostHit the Deck, on 31 January 2017 - 04:58 PM, said:

MRMs wouldn't be that easy to implement if you want them to be able to hit something at their intended range (450m, though with to hit penalty in TT) with consistency.

They're not supposed to hit anything at that range except by blind luck, so...

#48 Hit the Deck

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Posted 31 January 2017 - 05:26 PM

View PostGrimRiver, on 31 January 2017 - 05:08 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.

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.

View PostKargush, on 31 January 2017 - 05:17 PM, said:

They're not supposed to hit anything at that range except by blind luck, so...

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 GrimRiver

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Posted 31 January 2017 - 05:33 PM

View PostHit the Deck, on 31 January 2017 - 05:26 PM, said:

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.





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 Chados

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Posted 31 January 2017 - 05:59 PM

TTK is going to drop, with all the RAC5 boats and MRMs out there. But LFEs and ER lasers will bring new life to older mechs with fewer hardpoints. I for one want to try a uAC10 or RAC5 Rifleman.

#51 Metus regem

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Posted 31 January 2017 - 06:04 PM

View PostChados, on 31 January 2017 - 05:59 PM, said:

TTK is going to drop, with all the RAC5 boats and MRMs out there. But LFEs and ER lasers will bring new life to older mechs with fewer hardpoints. I for one want to try a uAC10 or RAC5 Rifleman.


RAC/5 Centurion.... Yes please!

#52 Jasper

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Posted 31 January 2017 - 06:48 PM

I'd love to see the Plasma Rifle introduced. That'd be a fun weapon for the IS to have.

#53 Y E O N N E

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Posted 31 January 2017 - 07:07 PM

IMHO, the IS needs the following to close the gap:
  • Full set of ER lasers
  • Light Fusion Engine
  • Light Ferro Fibrous
  • XL Gyros
  • Small Cockpit
  • Full set of Light Auto-cannons
  • Heavy PPC
That covers most deficiencies. LFEs all but completely remove the need for XL on laser boats and would be a boon for SRM bombers, too. The XL Gyro alone makes up the difference between LFE and XL at lower weights, with the Small Cockpit extending that result a little further. Light Ferro armor extends it a little more. ER lasers potentially allow 'Mechs without massive weight available to be more flexible in engagement ranges. Light ACs allow near-Clan levels of dakka on similar-weight 'Mechs instead of having to go 95 tons to compete with 75. The Heavy PPC allows IS to approach what the Kodiak and Night Gyr can do with PPC+Gauss, but only if it is dealing the full 15 pinpoint (and it should, because it's g*ddamn 10 tons).

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 MechaBattler

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Posted 31 January 2017 - 07:18 PM

I question how they'll implement RAC anything without it being horribly OP. Lower cooldown? Triple tap? Continuous burst till jam?

#55 LordNothing

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Posted 31 January 2017 - 07:43 PM

i expect pgi to act less like developers but rather modders with reguards to new weapon additions. that means that rather than attack the problem at the code level, its just going to be a lot of xml cut and paste. if they did hit the problem at the code level it would actually mean there would be some chance at the improvement of the system instead its ongoing stagnation from when pgi flaked on the ammo swap and decided that the system in place was good enough.

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 Y E O N N E

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Posted 31 January 2017 - 07:45 PM

Off-topic, but I do not agree with your usage of modders in that analogy. A lot of mods are attacked at the code level. They find ways to hook into the game (i.e. through D3D calls) and use that as a vehicle to get all sorts of interesting code going. I suggest looking up Halo CE and "Open Sauce" as an example.

#57 Mcgral18

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Posted 31 January 2017 - 10:07 PM

View PostVanguard319, on 31 January 2017 - 10:29 AM, said:

I'm expecting serious balance issues.


I expect LegacyTech™

And that makes me sad

#58 El Bandito

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Posted 31 January 2017 - 10:54 PM

View PostMechaBattler, on 31 January 2017 - 07:18 PM, said:

I question how they'll implement RAC anything without it being horribly OP. Lower cooldown? Triple tap? Continuous burst till jam?


I'd give RACs rapidly expanding cone of fire, as long as the trigger is pressed.

#59 LordNothing

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Posted 01 February 2017 - 12:23 AM

View PostYeonne Greene, on 31 January 2017 - 07:45 PM, said:

Off-topic, but I do not agree with your usage of modders in that analogy. A lot of mods are attacked at the code level. They find ways to hook into the game (i.e. through D3D calls) and use that as a vehicle to get all sorts of interesting code going. I suggest looking up Halo CE and "Open Sauce" as an example.


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 BluefireMW

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Posted 01 February 2017 - 02:23 AM

Nothing, except that PGI gets some more money because they don't need to change something in the game, just do more and finally won't be able to ever bring a balance in this game.
More weapons, more chaos and more pay to win.





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