

Charge-Up Mechanics
#1
Posted 07 November 2017 - 06:06 PM
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
Posted 07 November 2017 - 06:09 PM

#3
Posted 07 November 2017 - 06:11 PM
Mystere, on 07 November 2017 - 06:09 PM, said:

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
Posted 07 November 2017 - 06:12 PM
#6
Posted 07 November 2017 - 06:16 PM
Shifty 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.

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
Posted 07 November 2017 - 07:12 PM
Edited by JediPanther, 07 November 2017 - 07:13 PM.
#8
Posted 07 November 2017 - 08:30 PM
#10
Posted 07 November 2017 - 08:34 PM

#12
Posted 07 November 2017 - 08:40 PM
Yeonne 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.
#14
Posted 07 November 2017 - 08:44 PM
#15
Posted 07 November 2017 - 08:47 PM
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
Posted 07 November 2017 - 09:06 PM
JediPanther, on 07 November 2017 - 07:12 PM, said:
Well sure, if you assume it means forcing a charge time (and/or hate pgi so much that you fear any kind of action

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

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
Posted 07 November 2017 - 09:30 PM
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
Posted 08 November 2017 - 07:30 PM
Quote
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
Posted 08 November 2017 - 07:37 PM

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.

#20
Posted 08 November 2017 - 07:43 PM
HAG's are the "pellet weapon that scatters further with range", not LB-X.
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