Tanks and Aero Fighters
#61
Posted 23 July 2012 - 08:38 PM
#62
Posted 23 July 2012 - 08:52 PM
#63
Posted 23 July 2012 - 08:52 PM
One of my fave units to run was Hell'sArmadillos, an Armor regiment with infantry, Air Cav and artillery support.
#64
Posted 23 July 2012 - 09:41 PM
Kumakichi, on 23 July 2012 - 05:22 PM, said:
Maybe if they add PvE at some point give it to the players who want to go that direction.
So, no commander called artillery or orbital strikes either then. A nice arena match where you know exactly what to expect at all times.
#65
Posted 24 July 2012 - 12:12 AM
#66
Posted 24 July 2012 - 12:26 AM
It's a good thing they've contrived to have Aero's carry ridiculously short range weapons as well otherwise mechs wouldn't stand a chance
#67
Posted 20 August 2012 - 09:52 PM
sure they take less damage to put them out of service than a mech.. but would really add flavor to battles.. from attacking to recon, to ammo supply drops, to troop movement..ect...
I think this company has no idea how big this game is going to be, a F2P game thats going to have more people playing it than some of the monthly sub.. games on the market..
#68
Posted 20 August 2012 - 10:01 PM
#69
Posted 20 August 2012 - 10:29 PM
#70
Posted 20 August 2012 - 10:33 PM
OP8, on 23 July 2012 - 08:52 PM, said:
Dude its mechwarrior its not just mechs (most of the time) its combined arms tanks, aeros, PBI's etc thats what makes it funner than the other games in its genre
#71
Posted 20 August 2012 - 10:52 PM
LazarusII, on 20 August 2012 - 10:33 PM, said:
For you, possibly, for most people it's about the giant robots with lasers and big guns.
#72
Posted 20 August 2012 - 11:32 PM
kojdog, on 24 July 2012 - 12:26 AM, said:
Lol what?
have you heard of these?
Shiva
Chippewa
Gotha
Jagatai
just to name a few, that have long range weaponry.
#73
Posted 21 August 2012 - 01:12 AM
#74
Posted 21 August 2012 - 04:54 AM
SakuranoSenshi, on 20 August 2012 - 10:01 PM, said:
Basically, this.
From the recent interview with Russ Bullock:
Quote
R: Never say never, but for us MechWarrior Online has always been about the Battlemech and we want players to feel like the most elite warriors in the universe. Under that philosophy, those other combat arms have more of a chance of showing up in MWO as AI controlled entities then player controlled.
The (current) plan is to keep us in the BattleMech cockpit, and let everything else (assuming such things are ever implemented) be AI-controlled.
I'd like to see them appear as either or both of 1.) elements included as "part of the map" and/or 2.) elements that can be summoned (and possibly controlled to a limited degree) by Commander-skill specialists.
That being said: I hope that the other combat assets, if implemented, are brought into the game with their full capabilities.
Something like an LRM Carrier or SRM carrier, or a Schrek, or a Demolisher, or a Behemoth should pose a credible threat to a BattleMech of equal or lesser mass.
Likewise, a Shilone, or a Lucifer, or a Chippewa, or the aptly-named MechBuster should also pose a credible threat to a BattleMech.
In fact, the threat posed by AeroSpace assets is part of the raison d'être for BattleMechs like the JagerMech (MWO's BattleMech 14) and the Rifleman (which, unfortunately, is among "the Unseen").
Your thoughts?
Edited by Strum Wealh, 21 August 2012 - 02:04 PM.
#75
Posted 21 August 2012 - 10:10 AM
#76
Posted 21 August 2012 - 01:35 PM
#77
Posted 21 August 2012 - 01:49 PM
I like to meow, on 20 July 2012 - 11:09 AM, said:
Edit:
I should add that I think the devs have much more important things to focus on, and im not pushing for it now
Edit:
Perhaps NPC Tanks/Fighters/Dropships could make it more interesting... The commander could call in these assets, saw that down below and thought it was an excellent idea !
Thoughts?
There should be pilotable tanks and fighters, but make them weaker than they are in MWO. They shouldn't be as weak as they were in MW4 (1 hit and they're dead), but not as strong as they are now.
#78
Posted 21 August 2012 - 01:56 PM
#79
Posted 21 August 2012 - 02:00 PM
#80
Posted 21 August 2012 - 02:17 PM
Aero units
*scout roles doing a couple of strafes along a row of sectors(e1-e10) or a1-e1
*same goes for attack units, have them do a certain amount of strafes
*then have air-air support units that will fight off other units, that way mechwarriors can focus more on enemy mechs, and tanks
tank units
*ALL vehicles enter the game from starting point, and move to designated sector and stay in sector
*they will only attack units in their range or units that attack them if in range
*LRM support vehicles can only target units that are painted(pressing R)
*also to help counter aero fighters have anti-air units that will of course attack air units only
also have it to where the only way you can call in support is you have to install a Support Module. So thats my .02 cents on the idea. I think it would be a great addition to the game.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users