Kon's Updated/summarized MW5 Mercs mod plan
First, what's out thanks to Mw5's dropped features...
- Unique engine stuff. For now. MW5 doesn't even have engine space or an indication of whether you're using standard or XL engines. So that's a left-shoulder item.
- Unique targeting equipment / sensor equipment. Seems that this feature from the Pre-Alpha demo was also tossed out. This really sucks because I was looking forward to this.
Breaking the primary hitboxes into smaller "sub" hitboxes within those hitboxes, in which the armor distribution for the area is a locked percentage of the total armor allocated. This element is necessary for allowing mechs to endure more damage as well as allowing players to focus on specific elements (such as a mech's big gun) to destroy them without having to go through all the armor. This would be the best way to represent "through armor criticals" without a level of RNG b.s.
Armor/Structure:
Due to the issue of decimal numbers in this mod, it's been decided to times all health and damage by 3. However if possible, they will be listed by 1.
This is because Battletech's damage breakdown per shot revolves around 3s. 3 shots at 1.6666667 = 5. 15 shots at 0.333(repeating) times = 5. Etc. (It might be understandable why HBS BT times health and damage by 5, but in a breakdown of damage per projectile would still have a lot of decimals without being a multiple of 3.)
If the times 3 is necessary, an AC/5 will do 15...which is really 5. This'll keep the 1:1 damage ratio.
Will try 1x armor/structure and damage first to see how the game handles decimals.
Fixing vehicle health. Vehicles in Mw5Mercs seem to have significantly reduced health in order to make them easier to deal with. While not the one-AC/5-shot-and-done that they were in early 2018 videos, one might question if they're sending cardboard cutouts after you.
Heat system
Spoiler
There's four tiers to the heat system. Though beyond moving to 30 threshold this will wait for phase 2.
Equipment heat - the heat of your weapons and other heat-worthy equipment. These will replace the "Cooldown" bars. When overheated, your weapon will either lockout or hit you with a negative effect that you can prevent by not overusing your weapons or equipment.
Surface heat - The heat of the surface of your mech. Related to the heat of the environment and things such as flamer use against you. A hot surface will make mechs and vehicles glow on thermals even when powered down.
Reactor heat - This is the heat of your reactor. The most costly spikes to heat are of course the use of energy weaponry. Shuts down when the reactor is overheated.
Heatsink capacity - This is the limit that the heatsinks can pull away from other systems and process for expulsion. If you close "disable" the heatsinks, this locks the heat inside your heatsinks to significantly reduce your thermal signature (as so long as the surface of your mech is cool and the heatsinks not expelling the mech will be able to blend with the background according to armor lore), but without expelling the heat it won't go away. You will also still register if your heat is over 33%. Regardless of enabled or disabled, there's a finite amount of heat that they can endure. Once they reach this limit your heatsinks may begin to fail.
In the first release, it is likely that equipment heat and separate heatsink capacity will not yet be implemented.
Other heat details
In Battletech and real life, a fusion reactor isn't a switch you can just flip up and down every 3 seconds when you overheat.
- modified to address the issue that players have of "magic heat" with MWO when losing heatsinks.
Coolant failure, meaning it's temporary and if you resupply the heatsink with a fresh supply of coolant you can restore its functionality for the most part. There is a plan to add coolant trucks to the game. This is dependent on a more skilled programmer as well as a texture artist volunteering some time to the project in the future.
And outright heatsink failure, it has either ruptured or melted, rendering it completely broken until repaired or if necessary replaced.
There's four tiers to the heat system. Though beyond moving to 30 threshold this will wait for phase 2.
Equipment heat - the heat of your weapons and other heat-worthy equipment. These will replace the "Cooldown" bars. When overheated, your weapon will either lockout or hit you with a negative effect that you can prevent by not overusing your weapons or equipment.
Surface heat - The heat of the surface of your mech. Related to the heat of the environment and things such as flamer use against you. A hot surface will make mechs and vehicles glow on thermals even when powered down.
Reactor heat - This is the heat of your reactor. The most costly spikes to heat are of course the use of energy weaponry. Shuts down when the reactor is overheated.
Heatsink capacity - This is the limit that the heatsinks can pull away from other systems and process for expulsion. If you close "disable" the heatsinks, this locks the heat inside your heatsinks to significantly reduce your thermal signature (as so long as the surface of your mech is cool and the heatsinks not expelling the mech will be able to blend with the background according to armor lore), but without expelling the heat it won't go away. You will also still register if your heat is over 33%. Regardless of enabled or disabled, there's a finite amount of heat that they can endure. Once they reach this limit your heatsinks may begin to fail.
In the first release, it is likely that equipment heat and separate heatsink capacity will not yet be implemented.
Other heat details
- There's 30 threshold for the reactor. This is SEPARATE from your heatsink capacity.
- Weapons have their own limits which can be reached faster or slower depending on the quality (and existence) of their cooling jackets.
- Large fires caused by weapons fire count as surface heat.
- Water over knee height can be used to help increase your dissipation (cooling) rate.
In Battletech and real life, a fusion reactor isn't a switch you can just flip up and down every 3 seconds when you overheat.
- Mechs cannot power up again until reaching 14 heat, which is 46.66667% of 30 threshold.
- There is no magic button to instantly turn the mech on when it shuts down.
- Overheating to the point of shutting down is intended to be a life-ending experience.
- 2007's Tech Manual, much like 1987's BattleTechnology and confirmed by numerous novels, states that the 'override' is a weapons lockout. TechManual specifies it locks out at 80% heat, override can restore weapon functionality.
- This includes 'overheated weapons' as well as when the mech's overall heat is dangerously high. I'm hoping to use separate buttons for the two, but this probably will not be the case.
- modified to address the issue that players have of "magic heat" with MWO when losing heatsinks.
- Are given a threshold (separate from the 30 of the engine) in which they can hold heat.
- Have draw power (sucks heat from other sources) and expel power (release heat into the atmosphere).
- The removal of 1 heat for a standard heatsink takes 10 seconds as per the BT/MW standard for an individual heatsink, 5 seconds to pull that full 1 heat from the mech (reactor or weapons) and 5 seconds to release it into the air.
- In reality at that rate heat is being pulled from the weapon at 0.2 heat per second and is actually expelled at 0.1 heat per second.
- This means that standard heatsinks will suck in heat twice as fast as it releases it into the air, allowing weapons and engines to cool faster without actually being double heatsinks.
- The heatsink will always be expelling heat into the air at 0.1 heat per second, even if the mech is powered down, unless the heatsink is either destroyed or deactivated intentionally.
- In reality at that rate heat is being pulled from the weapon at 0.2 heat per second and is actually expelled at 0.1 heat per second.
- Ten standard heatsinks can remove 10 heat within 10 seconds.
- Your heatsinks individually can only "hold" 1 heat [2 for DHS] (so 10 heat for 10 SHS) inside the heatsink's buffer [threshold] which is the limbo between the weapons/engine and expelling it into the atmosphere.
- If your heatsinks are full, they will only continue to take in heat as fast as they can expel it.
- If your heatsinks become too overloaded (lots more heat than it can release, the heatsinks are not able to return to less than 50% capacity for a lengthy period of time) your heatsinks will begin to fail.
- Heatsinks, if possible, will be directed to pull from the closest source of heat first. As such if you have a heatsink near a weapon, the weapon is the priority for that heatsink. If it is near the engine, the engine is more important for that heatsink.
- Losing heatsinks [or sources of heat] due to loss of limb also removes the heat located IN THAT AREA.
- Your heat everywhere else, such as your engine, will only be affected in that you now have overall less coolant to take care of your needs.
- The above is the functionality standard. Brand name heatsinks may differ in different ways.
Coolant failure, meaning it's temporary and if you resupply the heatsink with a fresh supply of coolant you can restore its functionality for the most part. There is a plan to add coolant trucks to the game. This is dependent on a more skilled programmer as well as a texture artist volunteering some time to the project in the future.
And outright heatsink failure, it has either ruptured or melted, rendering it completely broken until repaired or if necessary replaced.
Slot rework, size hardpoint system rework
Pretty straight forward. Sized hardpoints, good. However, I was thinking softpoints rather than hardpoints (that missile slot can be converted for lasers, etc., but it will take more time, cost more money and run the risk of being done with issues.) Some brand name weapons and equipment will be able to use different slots, for example the Thunderbolt A5M Large Laser is one of several large lasers considered to be 'compact' and as such will be made so that they can fit into medium energy slots instead of exclusively large slots.
Weapons - A risk versus reward philosphy is at play when dealing with weapon heat versus damage returns, as well as all factors.
Spoiler
- Every weapon is classified and rated by the output it can deliver in 5 seconds or less. For example, an AC/5 delivers 5 damage in 5 seconds or less, a medium laser delivers 5 damage in 5 seconds or less.
- Some exceptions exist such as the FarFire Maxi-Rack (a 5 tube LRM-20 on all Atlases except the K and the S/S-2). However, every single weapon is able to achieve its rated damage and be ready to do it again every ten seconds.
- From a standard baseline weapon in each class with known variants set around this standard, each variation is formed and compared.
- From the get-go, the goal is "different." No variant is intended to be blatantly superior to other variants, every perk has its quirk.
- Each weapon has allocations in its weight between several core elements (varies by weapon class). Variants are made by giving up one or more elements in exchange for other elements.
- As an example, you can take a standard assault rifle, cut down the barrel and use that weight to reinforce the receiver and if necessary put an improved cooling measure to keep the barrel from melting to sacrifice accurate ranges in exchange for higher firing rate in close quarters.
- A combination of Star Citizen's early "pentagon" for missile distribution and this entry on a typical PPC's weight distribution is what inspired this method to balance "an AC/5 is an AC/5 that's better suited for this style of play rather than that style and not a level 5 burst fire AC/25 instant-win cannon for 8 tons"
- Minimum accurate ranges are not hamfisted in as magical no damage ranges. They're accounted for in ways that make sense (if there's a firing delay/charge time, it's a lot harder to hit that fast thing speeding around you at 70mm than at 180+ because he's there and gone like *snap*. There's no need for magical levels of b.s.
- Ammunition depletes and needs to be resupplied. No freebies here. Economy weapons exist to fit the needs of a money-conscious mercenary.
Spoiler
Autocannons
MGs - the battlefield's peashooter has never been more lore-accurate, reality-grounded, and yet so damn useful.
Autocannons
- ACs generate most to all heat at the weapon.
- Some versions due to attributes can generate some reactor heat; UACs using the magnetic feed system will especially be guilty of this.
- "Accurate range" from tabletop give or take is the range you can reliably land shots in "one spot." These work out to 1,500 to over 2,000 meters depending on the weapon; though shot groupings will suffer significantly for burst and automatic fire.
- Calibers canonical to the IS range from 20mm (some LBX) to 185mm.
- Feature cassette (magazine reload) and belt (only delayed when changing between tons of ammo) weapon sets.
- Will have semi-automatic, burst-fire, and fully-automatic systems.
- ACs can have belt- and cassette[magazine]-feeds. Cassette feeds have to stop to reload. Belt feeds have a higher ammo-explosive risk but do not need to stop use to reload [except when changing between ammo bins].
- *Standard ACs and LBX can achieve double their rated damage but it comes at high risk encountered by overheating" the weapon.
- Like all overheats, it can be prevented by managing your fire so that you can get that double damage while keeping the weapon cool enough to prevent malfunctions/jams, explosions, or melting the barrel.
- A lore friendly AC that's never appeared in a Mechwarrior game before, the Flak AC, will make an appearance. This weapon is great against aircraft, infantry, and lighter armored vehicles. However, it is less effective against tanks and mechs.
- UACs can achieve superior rates of fire [with many brands taking less time than their AC counterparts of similr calibers to deliver rated damage) and have significantly less risk in achieving double the rated damage. However, there is a lengthy reload time for cassette exchanges.
- Some ACs, UACs, and LBX weapons will have an unjam feature or secondary feed option, one example is the Pontiac 100. Secondary feeds take as much as twice as long to reload from.
- LBX will have numerous variations. Afterall, rotary-barrelled LBX is canonical and existed on the Atlas II before rotary ACs existed, and that was just an LB-10X, also the Partisan AA has quad-barrelled rotary LB-2X.
- LBX is NOT a shotgun, its impressive range will make a lot more sense than it ever has in a Mechwarrior game, and it's "shotgun-like" reference will still make sense. Overall, the LBX is a superior weapon to the AC and will have an ammunition change key.
- LBX cluster-munitions explode, it is better to not be too close. This is because in Battletech they are bombs.
- Overall, significantly lower calibers can easily exceed the generic damage rating, while higher calibers may fall short of the rating with exceptions.
- Impressive long ranges (increasing with size, up to over 4,000 meters while still doing some damage),
- Very accurate
- High recoil
- High damage on contact per bullet.
- Superior up-front damage potential to most ACs but inferior damage over time due to the slow firing rate.
- May be able to be used to net two ratings with fewer risks than an AC, but beyond the first exchange of fire or a good sniping position, the AC is the superior weapon for a reason. "In the time it takes me to line up a shot, they send a hundred at me!"
- In the future, once adding mechs becomes something I'm capable of doing, some civilian mechs may make an appearance including the Rifle-armed anti-pirate Arbiter.
- The following indented bullet points can be used to help you locate where to find them.
- Not used by the big militaries, but used in periphery nations, some less fortunate mercenaries and by pirates. Is known to be used by some of Liao's territories.
- Never went extinct with a modest civilian market.
- It is possible to find them among Davion ballistic-enthusias ts/collectors (the shops).
- Not used by the big militaries, but used in periphery nations, some less fortunate mercenaries and by pirates. Is known to be used by some of Liao's territories.
- Damage is reduced against BAR 10 armor, still, at 8 tons the Heavy Rifle significantly outdoes an AC/5 in both damage per shot and in overall damage for a single rating.
- Against lesser armor or exposed structure, the Heavy Rifle is almost comparable to an AC/10.
- Ranges of 2,000+ meters with every 400 meters after reducing the damage by 1 point (granually not suddenly), meaning the longest possible range of the largest Rifles is under 4,400 meters against BAR 10 armor, or just shy of 5,200 meters against structure and non-armored targets
- The Light Rifle, only 3 tons, is ineffective against mechs and tanks unless the armor is gone.
- At half of rated ranges (540/2 = 220 meters the for heavy rifle), Rifles can do penetration damage (through armor to structure). However, this should be considered an act of desperation and not a practical combat strategy.
Spoiler
As a noteworthy comparison, the powerful but low caliber (40mm) Pontiac 100 AC/20 would require around 46 shots to the cockpit to rip it apart.
A 180mm Tomodzuru or the Atlas's Mech Killer AC/20 would need 3 shots which is overkill.
A Heavy Rifle at 190mm even with the reduced damage against a barrier armor rating of 10 [Mechs] would need only 2, and it would be even greater overkill. Only one at a significantly close range.
As a noteworthy comparison, the powerful but low caliber (40mm) Pontiac 100 AC/20 would require around 46 shots to the cockpit to rip it apart.
A 180mm Tomodzuru or the Atlas's Mech Killer AC/20 would need 3 shots which is overkill.
A Heavy Rifle at 190mm even with the reduced damage against a barrier armor rating of 10 [Mechs] would need only 2, and it would be even greater overkill. Only one at a significantly close range.
MGs - the battlefield's peashooter has never been more lore-accurate, reality-grounded, and yet so damn useful.
- Generates heat at the weapon, but unless overused to a certain extent this heat won't even count against the mech's heatsinks
- Through the burst fire MG rules of Tac-Ops (pushing the heat without overheating), it's possible to achieve multiple damage ratings in quick succession at increasing risk.
- AMS is an MG on a turret. As such, MGs can be used shoot down missiles, as can anything else. However, I don't intend to make that easy to do but a skill you can be proud of.
- Penetration range is around 90 to 180mm against Barrier Armor Rating 10 (Mechs, tanks), effective to 1,500 meters against infantry armor (provided you hit them; also I plan to have infantry/power armor and for them to be a threat in groups or if too close). (VTOL Aircraft is generally BAR 5-7, so MGs will be useful against them at reasonable ranges).
- MGs, like ACs, come in numerous variations from miniguns to high caliber munitions to fully automatic shotguns.
- MGs can jam, overheat, and suffer critical malfunctions like every other weapon.
- Generates more heat at the reactor than at the weapon.
- Weapon can still overheat.
- Have varying firing delays to prime the laser (see HBS Battletech laser fire).
- Have a wide variety of differences from beam duration, shots to reach rating, beam types, etc.
- Have variations which can be pushed for some extra damage at risk.
- The sheer variety enables many lasers to be tangible in paper-rock-scissors-lizard-Spock scenarios. Something for every playstyle.
- Come in Star Wars blaster, Star Trek phaser, and Halo Spartan Laser varieties for standard/ER lasers.
- Pulse lasers are 'laser machine guns' with weaker hits per pulse versus standard lasers, but cumulatively over a short period of time will outperform a comparable standard laser in overall damage output.
- Pulse lasers are great for dealing with lots of small targets in quick succession.
- Will (eventually) be affected by smoke, particles, and anti-laser countermeasures. (I have an idea of how to do it but a better programmer's help might be necessary to not make it ugly / processor heavy).
- Generate heat primarily at the reactor.
- Have varying firing delays to prime the system. This delay can be cut by 3/4ths by disabling the "Field Inhibitor."
- Does not have a magic "no damage" range, which that silly crap is NOT canonical but something PGI slapped in.
- Vary in ratio of thermal or kinetic (knock-down) power.
- Have some of the highest damage per shot in the game, allowing them to live up to the role of Siege Cannons" that make them so feared in lore, rather than the joke they have become in Mechwarrior games.
- May surprise with the variety that they offer.
- Have slow firing rates with lengthy cooldown times.
- It is NOT advised to push a PPC
- Multiple PPC strikes can affect the target's equipment. (a larger more sensor-numbing effect than MWO's "flicker").
- Despite 30 threshold, you can fire 2 ER PPCs or 3 PPCs at once without shutting down, since the heat accumulates over time rather than instantly. This makes them significantly more bearable, however, the heat is still so intense that like the Clan Wolf Timberwolf from MW2's intro, you'll be resorting to ballistic weapons for quite some time in order to avoid shutting down.
- Generate heat primarily at the reactor
- Early Gauss Rifles that first appear will generate much more heat than later refined ones.
- Have varying firing delays to prime the system. These cannot be reduced in timing, unlike the PPCs.
- Some models are planned to be able to pre-charged (toggled on and off) while others only charge when activated.
- Charged Gauss Rifles are dangerous to the user. Inert Gauss Rifles are not.
- Some Gauss Rifles deliver all the damage to a wide area of impact ("watermelon projectile of 40cm [400 mm]), the concussion having a chance of producing internal damage.
- Other Gauss Rifles deliver their damage to a small area, traversing through a target to potentially hit another target with the remaining kinetic energy (these produce less damage on target but are good for two-for-one shots).
- You will know when you are hit by a Gauss Rifle. It is the single deadliest projectile you will ever encounter in the field after my mod.
- Goal is to be able to hit targets as far as 6,000 meters, however, realistic expectancy to competently hit targets is still under a thousand meters under combat conditions.
- A Gauss Rifle under 660 meters should stagger even 100 ton mechs to some degree, and within a certain lower tonnage range will be knocked down.
- It generates heat at the weapon.
- A variety of lore-rooted missiles and rockets fall under the generic "LRM."
- Generally fire-and-forget and lock-on variants.
- No "holding lock" nonsense, except with Artemis. (If you lose the lock with Artemis, it behaves like a normal fire-and-forget LRM)
- Not affected by ECM, but can be affected by other countermeasures.
- Sensor warning-defeating (and thus AMS-defeating) ammunition exists in the early 3000s before the Helm Memory Core revitalized star league tech. (Novels only, in tabletop they're just regular LRMs). This ammunition is a bit inferior to standard LRMs however due to loss of agility as these cut off the thrusters in the air and literally 'fall' to their target.
- Generates heat at the weapon.
- Not reacted to by most AMS systems.
- Less commonly used but still in military use and never went extinct.
- Fire and forget system automatically tracks a target within range.
- Larger versions can be used to saturate an area.
- Does not alert sensors until exploding.
- Semi-guided. Upon falling toward a designated area, Mech Mortar shells try to seek out large metal objects, favoring the largest one it can find in a range of the target area.
- Plan for an intuitive aiming system. How well that works, well, that's another story.
- Can be shot down manually.
- Generates heat at the weapon.
- Is capable of some tracking.
- Does not feature AMS/sensor-defeating ammo.
- Some models can be locked for greater accuracy, but it is not necessary.
- Artemis does a whole lot more than "tighten the spread" of SRMs (Need to hold locks for Artemis Enhanced LRM/SRMs. If lost, the LRM/SRM will behave like normal).
- Missiles enhanced with Artemis will be able to perform significantly sharper manuevers, including circling around to double back should they completely overshoot the target, as the launcher itself is guiding the missile instead of the missile guiding itself. (Basically similar to MWO streaks, but without the physics-defying spin in place).
- Susceptible to ECM (within 180 meters of the user, of the target, anywhere within 180 meters of the direct line of sight through the reticle drawn in between.) ECM interference will be treated like losing sight of the target.
- Streak launchers calculate firing with the intention of a 90% or superior probability of hitting, denying the command to fire if the chance to hit is insufficient.
- Streak Missiles are self-contained and not affected by Guardian ECM in ANY capacity in the air or at the launcher.
- Streak Missiles are unaffected by any other countermeasures.
- Streak Missiles will not chase a target but instead intercept the target using the shortest possible route.
- Streak Missiles "do not track" a target post-launch. Instead, the launcher anticipates reactions when choosing the pre-programmed flight path.
- (Due to limitations inherent in most game engines, this means the first 20% of the flight path is going to be 'chosen' which will make them seem unique and from there the missiles will behave like a somewhat faster and slightly more agile SRM. They will ignore any countermeasures and will not revert to standard SRMs under ECM influence.).
- (Once Angel ECM is implemented, if ever implemented, Streaks will be amended to turn into dead-fire rockets when the user is under ECM at the time of launch, this is because the launcher will fail to program the missile altogether.)
- The only thing that can actually use the TAG as a weapon's assistant rather than an information-gathering device within MW5's timeline (Tag-using LRMs don't exist until 3057. They didn't even exist in the Star League era!)
- You want more bullet points don't you?
This will be done in multiple phases.
The first phase will just be the weapon changes with and without the max heat change.
Additional plans:
Improve AI
Spoiler
Improve AI by studying and enhancing the behavioral trees. Especially the ability to see other AI blocking line of sight and distinguishing them as not destructible environmental obstacles (something the current AI in the beta is incapable of doing).
Further improve AI by creating a simple finite state machine to orchestrate and govern the AI, serving as "Central Command." They will be supplied with several RTS and basic military strategies attempting to take advantage of their composition.
This finite state machine will only be used on military AI.
Civilian AI and Pirate AI will not benefit from a central command, leaving each individual to act independently. This means civilians, resistance, etc.. that you may be in mission to save, will likely appear to be inexperienced compared to the planned coordination of the 'commanded' military AI units.
Pirate AI behavorial tree will be augmented with a special friendly fire clause. Being the recipient of friendly fire will mark the attacking allied unit as a viable target for that pirate, and an AI bark will play to give an audio queue with this happens so that the player knows the pirate is 'offended' by his or her comrade.
The AI appears to have basic behaviors for when an enemy is not detected. However, the player is "instantly" detected within range even when behind the mech unless glitched. I plan to modify this for more specific check methods for sight so that the player could use stealth options without being in scripted handcrafted events. This is necessary for certain elements to work, such as being able to shut off your heatsinks to significantly reduce your heat signature as well as set active/passive radar ranges, and to allow AI to both utilize and recognize the "Mech powerup" ambush tactic of old Mechwarrior games.
Improve AI by studying and enhancing the behavioral trees. Especially the ability to see other AI blocking line of sight and distinguishing them as not destructible environmental obstacles (something the current AI in the beta is incapable of doing).
Further improve AI by creating a simple finite state machine to orchestrate and govern the AI, serving as "Central Command." They will be supplied with several RTS and basic military strategies attempting to take advantage of their composition.
This finite state machine will only be used on military AI.
Civilian AI and Pirate AI will not benefit from a central command, leaving each individual to act independently. This means civilians, resistance, etc.. that you may be in mission to save, will likely appear to be inexperienced compared to the planned coordination of the 'commanded' military AI units.
Pirate AI behavorial tree will be augmented with a special friendly fire clause. Being the recipient of friendly fire will mark the attacking allied unit as a viable target for that pirate, and an AI bark will play to give an audio queue with this happens so that the player knows the pirate is 'offended' by his or her comrade.
The AI appears to have basic behaviors for when an enemy is not detected. However, the player is "instantly" detected within range even when behind the mech unless glitched. I plan to modify this for more specific check methods for sight so that the player could use stealth options without being in scripted handcrafted events. This is necessary for certain elements to work, such as being able to shut off your heatsinks to significantly reduce your heat signature as well as set active/passive radar ranges, and to allow AI to both utilize and recognize the "Mech powerup" ambush tactic of old Mechwarrior games.
Movement tweaks
Spoiler
Jumpjets suck. If I can't go 180 meters forward with 6 jumpjets, then what the hell good are they?
Going to fix that as well as put in brands.
These mechs accelerate faster than my car, and I gotta say my car isn't 20 tons. Also despite how slow they might seem, since overall damage volume per second is going to be significantly lower and thus time to kill will be longer, the mechs aren't going to suffer from accelerating like vehicles instead of like an on/off switch.
Turning is to be tweaked too.
Other related tweaks in the distant future:
Knockdowns, emergency manuevers, melee.
Jumpjets suck. If I can't go 180 meters forward with 6 jumpjets, then what the hell good are they?
Going to fix that as well as put in brands.
These mechs accelerate faster than my car, and I gotta say my car isn't 20 tons. Also despite how slow they might seem, since overall damage volume per second is going to be significantly lower and thus time to kill will be longer, the mechs aren't going to suffer from accelerating like vehicles instead of like an on/off switch.
Turning is to be tweaked too.
Other related tweaks in the distant future:
Knockdowns, emergency manuevers, melee.
Animation fixes.
Take a Flea or Panther 10P into the field and play in third person watching your mech.
If that's bad, then take a Nightstar and torso twist 90 degrees left or right..try to hold in your vomit 'cause you're cleaning it not me.
Edited by Koniving, 29 November 2019 - 06:23 PM.