Jump to content

Range-Trigger


3 replies to this topic

#1 Servant of the Redeemer

    Rookie

  • Survivor
  • Survivor
  • 4 posts

Posted 14 March 2018 - 08:51 AM

I'd like to see an optional mech upgrade (perhaps similar to Endo or DH, but possibly a piece of equipment such as BAP instead) that places a trigger-locking range governor on all of your mech's weapons. This could technically be implemented as a control setting in the options menu, but as it would provide tactical advantages, I imagine that adding weight or costs to your mech would be more fair.

All the upgrade would do is prevent any weapon from firing unless it was pointing at something within optimal (green) range. Not too different from when a Streak-SRM turns itself off, only it would be dependent upon range effectiveness instead of whether or not you have a target-lock. A second version could allow firing only within both green or yellow ranges wherever damage might occur. Of course, this upgrade would still allow you to waste heat/ammo by shooting at objects within range such as buildings, trees or the ground etc.

It seems simple and basic, but such a device would VASTLY change the way weapon groupings can interact with one another. Imagine grouping MG's and ATM's or a PPC together on the same key, but not worrying about running through your heat and/or ammo.

Oh. ...and as a side benefit 'ROCKET LAUNCHERS WOULD BE USEFUL'!

Edited by Servant of the Redeemer, 14 March 2018 - 08:56 AM.


#2 TheoLu

    Member

  • PipPipPip
  • Little Helper
  • 73 posts
  • Facebook: Link
  • LocationNapier, South Africa

Posted 14 March 2018 - 09:44 AM

Since the UI already shows you whether you're within optimal, in suboptimal or out of range on given weapons I wouldn't consider it necessary to add it in either the 'options' nor as a module, but a weapons-grouping-page function instead, to be changed prior to deploying to suit ones desires.

Alternatively/additionally an override toggle on the weapons UI in-game so a given group or weapon will/won't honour its range-limitation as determined prior to deploying.

Thing is though, any competent player will quickly learn 'their mech/loadout' well-enough the distance they know they are from an enemy based purely on 'how far they feel they are' is enough, else the distance readout next to their cursor is.

Many times, using a weapon far outside of its optimal range is still a beneficial move.

Examples include using PPC on ECM mechs well out of range, hitting people with lasers even if you're doing minimal damage purely because they don't inherently know whether or not they're taking extra or minimal damage, threatening a mech with ATM missile-fire because they don't know whether they're in your least-optimal or optimal range or if someone else with LRMs or even S-SRMs is shooting them, things of that nature.

It'd be neat to have it for those who're inclined to learn how to use their mech's weapons 'optimally' more slowly than others, but for the most part it'd be an unnecessary feature.


The remaining, tactical implication, is not wasting ammo or heat on weapons which are in a sub-optimal range for their use.

But at the same time; would you rather want a module you need to be conscious of the enabled/disabled state of so you can disable it when using your weapons even if outside of their optimal range is pertinent, or would you rather keep track of your individual weapon groups' ranges and only use them as you know you're within their optimal ranges, simply engaging their respective weapons groups individually?

Realistically nobody should need to be concerned with any more than 4 weapon groups tops, and those with the highest groups will be ones who want to make very specific use of weapons mounted in particular positions on their arms or torsos combined with use of cover.

Think shoulder-mounted hardpoints which can shoot over cover while there are 'belly'-mounted hardpoints which can't shoot over the same cover.

Which is a different thing I'd like: a module which can be toggled to prevent ones mech from firing if there's an obstruction within a present distance of that weapon.

#3 Kalimaster

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,811 posts
  • LocationInside the Mech that just fired LRM's at you

Posted 15 March 2018 - 02:55 PM

Sounds like a new way to Nerf weapons if you ask me. So....No.

#4 TheoLu

    Member

  • PipPipPip
  • Little Helper
  • 73 posts
  • Facebook: Link
  • LocationNapier, South Africa

Posted 16 March 2018 - 04:38 AM

Oh yeah, another reason it'd potentially be a terrible idea is for any weapons you have to lead targets on, which means ballistic weapons, PPCs, SRMs, MRMs, rocket launchers, NARCs and even gauss rifles.

Area around the target mech somewhat out of range of your definitely-within-optimal target you need to lead? Weapon doesn't fire, causing immense frustration.

This basically limits the usefulness of your proposed module to lasers alone.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users