Proposal : Make Arm Actuators Useful!
#1
Posted 25 March 2017 - 11:33 AM
Is there any way that you can make the Arm Actuators mean something now that we have a proposed game mode that can take advantage of them?
(I see no reason why a Locust would be able to haul say a 1 ton battery in 3 seconds with utterly no means to do so.)
Benefits:
- Adds to immersion of the game
- Possible tie in to your Skill Tree - Faster actuators
- Gives mechs that choose to or have hands by default a reason for having them.
- Give more of a decisive role to light and medium mechs with arms and arm actuators
- Encourage teamwork by encouraging communication/roles within the team
- Increases dynamic game play
- Increases the importance of meeting objectives instead of just doing damage/killing
At very least, give mechs WITH actuators faster pickup time of the battery and those without them a %50 time penalty to pickup. There needs to be a trade off between mechs that do and do not have actuators and this is a perfect time to do so.
#2
Posted 25 March 2017 - 11:34 AM
#3
Posted 25 March 2017 - 11:43 AM
#4
Posted 25 March 2017 - 11:47 AM
Trev Firestorm, on 25 March 2017 - 11:34 AM, said:
Right now arm actuators are pretty superfluous. Aside from a greater range of motion their real purpose,
Really its mincing words since Arm/hand/Lower/Upper are all connected. Most of the time these are dumped for greater weapon crit space. I'm not even asking them to fully use them for punching or standing up. Just make them practical for this mode.
shopsmart, on 25 March 2017 - 11:43 AM, said:
Thanks. I appreciate the heads up. If its all the same to you, I'd rather this be the focal point of its own thread. Making the Arm/Hand/Upper/Lower Actuators mean something in this mode would only add to the game mechanics.
#5
Posted 25 March 2017 - 11:57 AM
rolly, on 25 March 2017 - 11:47 AM, said:
Right now arm actuators are pretty superfluous. Aside from a greater range of motion their real purpose,
Really its mincing words since Arm/hand/Lower/Upper are all connected. Most of the time these are dumped for greater weapon crit space. I'm not even asking them to fully use them for punching or standing up. Just make them practical for this mode.
Thanks. I appreciate the heads up. If its all the same to you, I'd rather this be the focal point of its own thread. Making the Arm/Hand/Upper/Lower Actuators mean something in this mode would only add to the game mechanics.
Ummm... no? only omnis can remove the lower actuator and alot of us don't sit in arm lock all the time. And you cant dump the upper arm at all.
#6
Posted 25 March 2017 - 12:03 PM
rolly, on 25 March 2017 - 11:33 AM, said:
Well, I suppose the pilot could get out and hook up a trailer hitch...
But yeah, I wholly support giving hands some lore-endorsed in-game utility in the absence of melee. In fact, I'd like to see hand/arm actuators accelerate resource collection in Conquest mode too.
For Incursion, howbout the following collection times?:
10sec for mechs with no lower arms
8sec for mechs with 1 lower arm and no hands
6sec for mechs with 2 lower arms and no hands
4sec for 1 lower arm + 1 hand
3sec for 2 lower arms + 1 hand
2sec for 2 hands
#7
Posted 25 March 2017 - 12:07 PM
Freebrewer Bmore, on 25 March 2017 - 12:03 PM, said:
Well, I suppose the pilot could get out and hook up a trailer hitch...
But yeah, I wholly support giving hands some lore-endorsed in-game utility in the absence of melee. In fact, I'd like to see hand/arm actuators accelerate resource collection in Conquest mode too.
For Incursion, howbout the following collection times?:
10sec for mechs with no lower arms
8sec for mechs with 1 lower arm and no hands
6sec for mechs with 2 lower arms and no hands
4sec for 1 lower arm + 1 hand
3sec for 2 lower arms + 1 hand
2sec for 2 hands
It'll need some other adjustments as well, the current setup is pretty simple to snipe/nuke capping mechs.
#8
Posted 25 March 2017 - 12:09 PM
So lets keep it simple.
#9
Posted 25 March 2017 - 12:32 PM
Trev Firestorm, on 25 March 2017 - 11:57 AM, said:
So what's your contribution to this thread? Because all I'm reading here is that you're arguing semantics and not contributing to the thread in a constructive way.
#10
Posted 25 March 2017 - 12:35 PM
Nesutizale, on 25 March 2017 - 12:09 PM, said:
So lets keep it simple.
No way, this game is cup drooling simplified enough as it is. Its a bloody locust and is designed as a scout/recon/harasser. That's the whole point. Locusts should NOT be able to or be heavily penalized. They already go over 120 kph, are the smallest mech target and at times carry ECM. What more do you want?
#11
Posted 25 March 2017 - 03:03 PM
#13
Posted 25 March 2017 - 09:00 PM
rolly, on 25 March 2017 - 08:44 PM, said:
I think you're confused on some terminology. Go take a clan mech like the Nova, and make sore you have "Lower Arm Actuators" on it. Take it into testing grounds. You see how you can wave your arms all around, left and right? Now go back to the mechlab, remove "Lower Arm Actuators" and check testing grounds again. Now you can't move your arms left to right. This is because of those arm actuators.
It's the "Hand Actuators" that do nothing in this game, since there is nothing to pick up or punch. Basically they just add an actual hand model to the mech, which adds to the hitbox and can soak a crit.
#14
Posted 27 March 2017 - 07:57 PM
They could also be used for faster intel pickup in Scout matches and faster watchtower claiming in Escort matches!
Plus it gives clan omnis an actual reason to take hand actuators, and an actual advantage to IS mechs that have less gun options because the hand actuators are locked.
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