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Charge-Up Mechanics


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#1 Shifty McSwift

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Posted 07 November 2017 - 06:06 PM

This is just part of a small thought in regards to the charge up system for balancing, currently it applies to RAC and gauss, and while I do believe they do need balancing systems, I think it might be possible to better utilise or also utilise this system in spread control for spread based weapons.

With LBX I am not sure if it would be needed or even wanted in most cases as it makes it even "worse" in some comparative ways, but consider that it could be based on how long you charge a particular weapon for, with snap firing resulting in the largest possible spread, and charging just narrowing it to its potential minimum.

This could also work for SRMs and/or MRMs to the same ends, for an extra level of gameplay/balancing in those areas.

So do you guys think charging could work in that way? Would you prefer charging to be based around functionality as well as balance like this, and possibly balance Gauss/RAC in different ways?

#2 Mystere

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Posted 07 November 2017 - 06:09 PM

Put it in all weapons, and with a different one for each! Posted Image

#3 Shifty McSwift

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Posted 07 November 2017 - 06:11 PM

View PostMystere, on 07 November 2017 - 06:09 PM, said:

Put it in all weapons, and with a different one for each! Posted Image


LoL that was way deeper than I was expecting for a first response lol, but interesting thought, PPCs could splash like crazy on snap fire, lasers could scatter a bit etc.. Hehe, evil but interesting.

#4 Khobai

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Posted 07 November 2017 - 06:12 PM

pass. LBX does not need to add chargeup to its list of problems.

#5 Shifty McSwift

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Posted 07 November 2017 - 06:15 PM

View PostKhobai, on 07 November 2017 - 06:12 PM, said:

pass. LBX does not need to add chargeup to its list of problems.


If it could be done, it could potentially make LBX the real variant splat fire ballistic and ACs/UACs could be set more around burst fire mechanics. Posted Image

#6 FupDup

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Posted 07 November 2017 - 06:16 PM

View PostShifty McSwift, on 07 November 2017 - 06:15 PM, said:


If it could be done, it could potentially make LBX the real variant splat fire ballistic and ACs/UACs could be set more around burst fire mechanics. Posted Image

Eh, at that point I'd rather just give LBX's the same mechanic as Clan ERPPCs. Or, at least let Clan ones work that way. IS LBX's can stay buckshots but get a damage per pellet buff.

#7 JediPanther

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Posted 07 November 2017 - 07:12 PM

Charge up mechanics on other weapons would just make them worse. No doubt they'd have a micro window of charge time before you can't fire or it will overcharge and have 90% change of exploding knowing pgi's great way of implementation of things they decide players want. Bad enough I don't use guass on the hbk gi even with all the nodes for charge time because its far more easier and reliable to use the u/ac than guass.

Edited by JediPanther, 07 November 2017 - 07:13 PM.


#8 Defender Rococo Rockfowl

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Posted 07 November 2017 - 08:30 PM

Charge up is stupid. End of story.

#9 Y E O N N E

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Posted 07 November 2017 - 08:32 PM

View PostDefender Rococo Rockfowl, on 07 November 2017 - 08:30 PM, said:

Charge up is stupid. End of story.


No.

#10 Defender Rococo Rockfowl

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Posted 07 November 2017 - 08:34 PM

Charge-up is stupid. But thanks for playing :P

#11 Y E O N N E

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Posted 07 November 2017 - 08:35 PM

View PostDefender Rococo Rockfowl, on 07 November 2017 - 08:34 PM, said:

Charge-up is stupid. But thanks for playing Posted Image


No 2: Electric Boogaloo.

#12 Pariah Devalis

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Posted 07 November 2017 - 08:40 PM

View PostYeonne Greene, on 07 November 2017 - 08:35 PM, said:


No 2: Electric Boogaloo.


No 3-D.

Wait, I thought we were doing sequels, here.

Charge up is cool. But only on certain weapons does it make any sense. Of all examples, LBX makes some of the least.

Edited by Pariah Devalis, 07 November 2017 - 08:42 PM.


#13 Y E O N N E

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Posted 07 November 2017 - 08:41 PM

View PostPariah Devalis, on 07 November 2017 - 08:40 PM, said:


No 3-D.


No: Smell-o-Max Edition

#14 FupDup

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Posted 07 November 2017 - 08:44 PM

No 4: The End of All Nope

#15 Y E O N N E

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Posted 07 November 2017 - 08:47 PM

(Sorry Shifty, I did this...)

I enjoy the charge-up mechanic for its own sake. I don't know that it needs to be tied to damage/range/accuracy on any of the existing weapons, but I wouldn't mind having charge mechanics to play with on things like PPCs if it meant they got to be pretty powerful in return.

For the LB-X case, specifically, I would rather keep them all as shotguns and buff them as such with straight damage per pellet. It's a potentially useful weapon niche that is otherwise unfulfilled: deadly up close, reasonably sand-blasty at a distance.

#16 Shifty McSwift

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Posted 07 November 2017 - 09:06 PM

View PostJediPanther, on 07 November 2017 - 07:12 PM, said:

Charge up mechanics on other weapons would just make them worse. No doubt they'd have a micro window of charge time before you can't fire or it will overcharge and have 90% change of exploding knowing pgi's great way of implementation of things they decide players want. Bad enough I don't use guass on the hbk gi even with all the nodes for charge time because its far more easier and reliable to use the u/ac than guass.


Well sure, if you assume it means forcing a charge time (and/or hate pgi so much that you fear any kind of action Posted Image ) you make the LBX specifically worse by doing so, but again, and specifically to you guys that obviously dislike the charge up mechanics entirely, it wouldn't have to mean that, for a weapon like LBX that could do with buffs in some regard, it is a buff in tactical flexibility, you can still fire it as it goes now, and have the option to tuck the spread in specific circumstances.

And again my initial idea was leaning toward removing charge as a mechanic from gauss and RAC (replacing it with something like more fragility or whatever), to apply it specifically as an option for tactical flexibility along with it as a balancing mechanic, rather than it being a straight debuff/balancing mechanic.

If you still hate charge mechanics thats fine too Posted Image

It's just we do have them in game right now, and it seems more viable to shift them rather than have them disappear.

Edited by Shifty McSwift, 07 November 2017 - 09:10 PM.


#17 Levi Porphyrogenitus

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Posted 07 November 2017 - 09:30 PM

I'd actually kind of like to have charge moved from Gauss to PPC. Balance Guass with a really long cooldown to make it utter crap in a brawl and pretty much exclusively a sniper weapon. Give PPCs an actual damage-building charge mechanic, where they start at, say, half damage if you click and release (so instant PPFLD) while building up to full damage if you charge them up properly. Then add a capacitor as an artemis-style upgrade that removes the charge up and makes them do full damage no matter what but also means they blow up like a Gauss when critically hit.

Rework RACs to boost their usability, whatever that requires. I'm sure the forums have plenty of ideas for that.

Edit: For PPC charge-up, it seems to me that it'd be a great opportunity to add more function to the weapon. Instant shot does half damage. Half second charge does full damage (with scaling amounts between). If you hold the charge longer than that, then perhaps you also get some kind of EMP effect (perhaps killing the target's current target lock, if any, shutting down its sensor sharing, etc., with longer charges leading to longer effects).

Edited by Levi Porphyrogenitus, 07 November 2017 - 09:38 PM.


#18 Khobai

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Posted 08 November 2017 - 07:30 PM

Quote

Rework RACs to boost their usability, whatever that requires. I'm sure the forums have plenty of ideas for that.


getting rid of jamming entirely is the best way to fix RACs and UACs

rework the weapon profiles so that their dps is lower but they never jam

instead of jamming, RACs could have a clip that needs to be reloaded after it uses X ammo, and when it reloads the weapon goes on cooldown. that would allow RACs to still function like burst damage weapons with a pause in between predictable reloads rather than RNG jamming. Id also reduce the spinup time more on RACs because it feels too long still.

and UACs could just work like regular ACs, but with less damage per bullet, a higher rate of fire and more dps, less range, and more heat. they would never jam though.

while regular ACs would have the best damage per bullet, best range, and best velocity. as well as a bonus to ammo per ton.

RNG has no business in this game. jamming is a terrible mechanic and needs to be removed.

Edited by Khobai, 08 November 2017 - 07:35 PM.


#19 Defender Rococo Rockfowl

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Posted 08 November 2017 - 07:37 PM

Charge up is stupid. End of story. Thanks for playing Posted Image

No weapons in real life need a charge up, nor should they in this game.
In all the old MWs there was no charge up necessary. It's not needed in MWO because it would just make this confounded, disorienting, mutinous portrayal of MechWarrior even more lost than it already is.
Then again, since mwo is already ALL THE WAY off the rails, go ahead and add it in to spite us. The masochists that play MWO don't really have any other choice for a mecha-game any way, unless I want to go "traditional tank" and play WoT.Posted Image

#20 Brain Cancer

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Posted 08 November 2017 - 07:43 PM

Charge up on LB-X? Nah. It needs to be a flak round rather than a shotgun round though, so it can properly nail something at range instead of watching the cloud rapidly scatter past 250m or so.

HAG's are the "pellet weapon that scatters further with range", not LB-X.





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