The6thMessenger, on 09 February 2021 - 12:58 AM, said:
Knockdown, with it's abusable nature, definitely looks like it doesn't have a place in the game. Yes it's fun to see PGI Staff getting beat in their own game, literally, but if that was me i'd be frustrated too. But KD itself is kind of part of the game, especially with HBS Battletech. Where overwhelming fire allows players to get free shots.
I am not really looking forward for the return of Knockdown, I do however have a different idea of how it might work, a watered down version -- by introducing Reticle Shake, like when you shoot your HGR, Jump-Jetting, or MASC. Yes it is still disruptive -- that is the point of the system, and I have no delusion that it will be well received, but not as disruptive that you're basically a free-meal in the middle of hungry hungry seal clubbers.
Is it needed? Honestly I think no, the game is playable without the KD mechanic. But if implemented, adds a bit more nuance with the game.
How it works:
> Each mech by class will have an amount of Instability.
> Instability dissipates overtime, starts after an amount of time mech ceases taking damage.
> Each Weapon will have a value of N that adds to the Instability, this is Instability Damage.
> If the Instability gets full, the mech's reticle shakes for a duration.
> During Reticle-Shake, mechs no longer receive Instability Damage.
> Once reticle-shake is over, Instability resets to zero.
For Example: (Note, value is for explanation and theorycrafting)
> King Crab = 100 Instability
> Timber-Wolf = 75 Instability
> Hunchback = 50 Instability
> Locust = 25 Instability
> Reticle Shake Duration: 1s (Amount of time in seconds that reticle will shake)
> Instability Dissipation Delay: 1s (Amount of time in seconds not taking Instability Damage to start dissipating current Instability Damage)
> Instability Dissipation Rate: 50%/sec (Needs 2 second to dissipate all Instability damage, total of 3s out of combat.)
> AC2 Instability Damage = 10
> AC5 Instability Damage = 20
> AC10 Instability Damage = 40
> AC20 Instability Damage = 80
> CERPPC Instability Damage = 80
> ERPPC Instability Damage = 100
> SNPPC Instability Damage = 100
> PPC Instability Damage = 100
> LPPC Instability Damage = 60
> HPPC Instability Damage = 100
> RAC2 I-Dmg/Sec = 20
> RAC5 I-Dmg/Sec = 50
> LRM Instability Damage = 5/missile (25/50/75/100)
> SRM Instability Damage = 10/missile (20/40/60)
> ATM Instability Damage = 15-10-5/Missile (45/90/135/180 HE)(30/60/90/120 STD)(15/30/45/60 ER)
The Instability Damage is purposefully high, and combined with I-Dmg invulnerability during a reticle-shake, any exceeding I-Dmg is wasted. Thereby the most efficient way to keep an enemy unstable is to partition shots to circumvent the reticleshake reset duration. The PPCs generally have instant Reticle-Shake ability, giving them more usefulness in being chainfired.
While the game currently, IIRC, heavily favors DPS because of armor-bloat, it's still concentrated fire the king because you maximize damage in the minimum instance possible, making it less likely the damage is twisted and the retaliation time minimized. The point of this system is to give partitioning shots a bit more utility.
#MakeSuppressiveFireGreatAgain