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Suggestion For Weapon Diversity
Started by Ratatoskr, Feb 17 2017 01:51 PM
8 replies to this topic
#1
Posted 17 February 2017 - 01:51 PM
I think it is easy to see how the current skill tree encourages boating of weapons. I believe that most people would also like to see less boating, or at least not be encouraged to do so. My suggestion is to bin weapons by range groups rather than weapon type. For example, have Gauss, LRM, and AC2 all benefit from the "Long Range" weapon tree. Weapon type bonuses can still be on the edges of the tree to allow some specialization. My thought is that this mirrors how most people build mechs, by range, rather than by hard point type. I also think this would have a positive impact on game dynamics by increasing the reward for engaging enemies at your optimum range.
Thanks for reading,
Rat
Thanks for reading,
Rat
#2
Posted 17 February 2017 - 04:10 PM
So ppc+ac5 ? This is still boating in my view. Lpl+medium laser , ac20+srm
It's mix ranges that is not boating to me.
It's mix ranges that is not boating to me.
Edited by Monkey Lover, 17 February 2017 - 04:11 PM.
#3
Posted 17 February 2017 - 11:32 PM
my brawlers will suffer the most probably, as mixing srms, AC's and maybe lasers are what I use on my assault brawlers. Laser boats, lrm boats and AC boats definitely benefit the most from these skill trees.
#4
Posted 18 February 2017 - 12:32 AM
- Well... to be correct - old system also encourage boating. Why? Because of limited modules. You have not so much slots to put more than 2 type of weapon modules or more often - only few modules: cooldown or range. Right now we see same thing - better primary weapon or better secondary, if primary weapon already good enough. Nothing changes.
But in old time we have skills... but they don't work unless we buy modules and put them into mech. Now - opened skills implemented to mech right after you open it. Have range 5 for beloved gun - you got it.
With skill system you can also slightly enhance 2-3 group of weapon and become better in all situation, or like in old time - give full power to main weapon and do your best. So - nothing changes with boating at all.
But greater impact was on other thing.
Now not all mech will have radar deprivation, not all mech will have full seismic radar and if they have it - they have less firepower of survivability. A little balance I think. So we don't see anymore invisible assault with cover from LRM, who have eyes on it's back and have great range and cooldown.
But in old time we have skills... but they don't work unless we buy modules and put them into mech. Now - opened skills implemented to mech right after you open it. Have range 5 for beloved gun - you got it.
With skill system you can also slightly enhance 2-3 group of weapon and become better in all situation, or like in old time - give full power to main weapon and do your best. So - nothing changes with boating at all.
But greater impact was on other thing.
Now not all mech will have radar deprivation, not all mech will have full seismic radar and if they have it - they have less firepower of survivability. A little balance I think. So we don't see anymore invisible assault with cover from LRM, who have eyes on it's back and have great range and cooldown.
#5
Posted 18 February 2017 - 12:35 AM
Jasta85, on 17 February 2017 - 11:32 PM, said:
my brawlers will suffer the most probably, as mixing srms, AC's and maybe lasers are what I use on my assault brawlers. Laser boats, lrm boats and AC boats definitely benefit the most from these skill trees.
- Laser in third group weapon. I suggest take skill by primary-secondary weapon. If your main weapon in brawling SRM (like 3-4 SRM6) - take it and after that weapon which stay longer in battle. Like - if AC can be ripped faster and laser you have till the end (or your mech zombie type) - place skills in laser. If AC do greater damage and stay longer and have more ammo, but you have only 1-2 laser - put skills into AC without doubts.
#6
Posted 18 February 2017 - 12:38 AM
Monkey Lover, on 17 February 2017 - 04:10 PM, said:
So ppc+ac5 ? This is still boating in my view. Lpl+medium laser , ac20+srm
It's mix ranges that is not boating to me.
It's mix ranges that is not boating to me.
how is a PPC and ac5 a boat thatis two weaons in two catagory's. LPL and medium laser the same since two ranges are involved.
#7
Posted 18 February 2017 - 12:43 AM
Tiantara, on 18 February 2017 - 12:35 AM, said:
- Laser in third group weapon. I suggest take skill by primary-secondary weapon. If your main weapon in brawling SRM (like 3-4 SRM6) - take it and after that weapon which stay longer in battle. Like - if AC can be ripped faster and laser you have till the end (or your mech zombie type) - place skills in laser. If AC do greater damage and stay longer and have more ammo, but you have only 1-2 laser - put skills into AC without doubts.
in a brawl having a cfooldown for the laser would be a big improvement she should have a cooldown for SRM and laser also she can fire faster. It can have a high DPS but if you can't use it need to have an energy weapon somewhere or you risk turning into a paperweight.
#8
Posted 18 February 2017 - 01:22 AM
Monkey Lover, on 17 February 2017 - 04:10 PM, said:
So ppc+ac5 ? This is still boating in my view. Lpl+medium laser , ac20+srm
It's mix ranges that is not boating to me.
It's mix ranges that is not boating to me.
There is nothing they could do with skills that would encourage mixing your ranges. Simple matter of efficiency. A mixed range mech is just mediocre to bad at all ranges, instead of great at one range and bad at others.
As to encouraging boating, the new system doesn't really do anything the old system didn't in that regard.
#9
Posted 18 February 2017 - 02:44 AM
I suggested a bonus for multiple weapons here https://mwomercs.com...feedbacks-here/
numbers could be higher, but a 10% boost on any value of your weapon tree is quite a lot (even if all your values are only 1% it turns into 1.1% for all the values).
Quote
Synergy of branches/classes
As the players will likely try to max the efficiency of their loadout and use of SP, they will focus on a single weapon or maybe two and use SP for survival and mech-ops.
To give a bonus to multi-weapon builds, the skill tree could have inter-branch synergies for multi weapons.
e.g. if specing 10 SP into laser and 10 SP into UACs, you would get 10% bonus effect on both branches skills. Specing a third branch could then push this by another 10% for all branches.
e.g. Laser range and cooldown of 10% skills from Laser branch with 10 SP + 10 SP from UAC branch and 10 SP from SRM branch would be boosted by the 20% synergy for a total of 12% effect.
e.g. If someone would go crazy and skill 5 different weapon branches (Laser, PPC, SRM, LRM, AC), the 40% bonus to all of these skills would push that 10% range skill to 14%.
Not a big difference, but a bonus which adds up in total and might make a weapon platform build interesting for players.
As the players will likely try to max the efficiency of their loadout and use of SP, they will focus on a single weapon or maybe two and use SP for survival and mech-ops.
To give a bonus to multi-weapon builds, the skill tree could have inter-branch synergies for multi weapons.
e.g. if specing 10 SP into laser and 10 SP into UACs, you would get 10% bonus effect on both branches skills. Specing a third branch could then push this by another 10% for all branches.
e.g. Laser range and cooldown of 10% skills from Laser branch with 10 SP + 10 SP from UAC branch and 10 SP from SRM branch would be boosted by the 20% synergy for a total of 12% effect.
e.g. If someone would go crazy and skill 5 different weapon branches (Laser, PPC, SRM, LRM, AC), the 40% bonus to all of these skills would push that 10% range skill to 14%.
Not a big difference, but a bonus which adds up in total and might make a weapon platform build interesting for players.
numbers could be higher, but a 10% boost on any value of your weapon tree is quite a lot (even if all your values are only 1% it turns into 1.1% for all the values).
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