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Targeting Comps, Iron Dome, And Thors Hammer


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#1 Tom Sawyer

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Posted 11 August 2018 - 04:19 PM

Had a thought or two and just wanted to share a concept that would be interesting but likely never programed. But in any event-

Iron Dome- A mech would need an iron dome module and at least a targeting 2 computer. Then for each level of targeting computer -1 another friendly mech with AMS within 100 meters would gain a bonus to AMS range and damage. So yes a player willing to bring a T7 could link 6 mechs to help clear the air. Loose the TC or Module and no longer valid.

Thors Hammer- Same as above only for LRM boats. So at least a T2 computer, thors module, and another lurm boat within 100M. Sorta based on the current Time on Target used today only that might be too complex so just having every lurm boat fire at the same time. Get enough mechs and thors hammer indeed. Again loose the TC or module and no longer valid.

Just a concept and a pipe dream :)

#2 Flyby215

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Posted 11 August 2018 - 07:29 PM

Synergy stuff would be neat. I suspect it would encourage players to stick closer together (a good or bad thing, depending on your perspective). Might also increase the gap between teams that organize their mechs to work well with each other vs the teams that are thrown together by MM (which I see as detrimental).

#3 El Bandito

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Posted 11 August 2018 - 08:16 PM

View PostFlyby215, on 11 August 2018 - 07:29 PM, said:

Might also increase the gap between teams that organize their mechs to work well with each other vs the teams that are thrown together by MM (which I see as detrimental).


Yep this is a big concern. We don't wanna widen the gap between pre-mades and pugs more than what we have now--especially when it comes to FP.

#4 LordNothing

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Posted 11 August 2018 - 08:51 PM

id love to see something like command role where one mech can provide locks to a distributed lrm battery. say 6 mechs in the hills and constantly on the move. 2 command mechs (say atlas ddcs, but any mech that can carry a command console), one is second in command and takes over immediately if the first is killed. and then a close support lance of mediums and heavies to protect the command assets. the missile carriers get 'mission vectors' where they get points for aiming towards a certain direction and firing. these missiles are immediately allocated by the head command mech for both point defence and concentrating on specific targets. you can fire missiles as much as you want to manage heat. so long as its reasonably close to on vector and in range of command's target you get points per missile fired.

missile boats also need to be able to defend themselves from lights. but that would be a very poor tactic as you arent covering your command assets well enough to avoid losses where it counts. so stick on at least 30 damage in other weapons before equipping missiles. if you want scouts is better to give up a missile boat or two. also a secondary command asset can take on the job of keeping the missile boats supported. but if the 2nd in command has the ability to issue point defense missions they can use that to protect themselves and their charge. it also keeps it from the front. an attack on one one missile boat or the command asset can be quickly targeted by the others with someone directing the shots.

Edited by LordNothing, 11 August 2018 - 08:53 PM.


#5 Flyby215

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Posted 11 August 2018 - 09:14 PM

View PostEl Bandito, on 11 August 2018 - 08:16 PM, said:


Yep this is a big concern. We don't wanna widen the gap between pre-mades and pugs more than what we have now--especially when it comes to FP.



I can't tell if you're sarcastic, trolling, or genuinely agreeing with me! Posted Image

#6 El Bandito

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Posted 11 August 2018 - 10:43 PM

View PostFlyby215, on 11 August 2018 - 09:14 PM, said:

I can't tell if you're sarcastic, trolling, or genuinely agreeing with me! Posted Image


I'm serious. To the point of wanting to get rid of consumables, in order to bridge the gap between haves and have-nots.

#7 Tier5 Kerensky

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Posted 11 August 2018 - 11:22 PM

Do these things exist in BT?

Because I don't think anything completely new would be introduced by MWO. New mechs sure, some minor mechanics not covered in tabletop like charge and cooldowns too, but not completely new mechanics and modules.





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