Adding The Post-3060 Weapons
#61
Posted 18 February 2021 - 06:52 AM
#62
Posted 18 February 2021 - 07:08 AM
Lanzman, on 18 February 2021 - 06:52 AM, said:
The swarm LRMs are pretty much artillery. Not sure the game needs more artillery spamming just take a patch of ground drop arty strike them swarm LRMs might be broken. The thunder LRMs would be nasty for light mechs as well. Or drop arty strike swarms and thunder ouchy
Edited by SirSmokes, 18 February 2021 - 07:16 AM.
#63
Posted 18 February 2021 - 01:16 PM
#64
Posted 18 February 2021 - 04:28 PM
#65
Posted 18 February 2021 - 04:30 PM
Blood Rose, on 18 February 2021 - 04:28 PM, said:
The only weapon that might make sense for that would be the Clans' Streak LRMs, since Streak SRMs currently have the same functionality.
However I don't really like that idea because it removes one of the key counters to Lurms (breaking line of sight). Also Streak Lurms would just be hard to balance against regular Lurms without one being the obvious choice. Streak Lurms aren't even supposed to be able to indirect fire anyways.
Edited by FupDup, 18 February 2021 - 04:31 PM.
#66
Posted 18 February 2021 - 05:27 PM
FupDup, on 18 February 2021 - 04:30 PM, said:
However I don't really like that idea because it removes one of the key counters to Lurms (breaking line of sight). Also Streak Lurms would just be hard to balance against regular Lurms without one being the obvious choice. Streak Lurms aren't even supposed to be able to indirect fire anyways.
To be honest all SRM's should seek the target they are aimed at, its how they work. My idea for semis isnt too bad - breaking LoS will still prevent any more volleys being launched at you, but that last volley will still seek you out.
#69
Posted 19 February 2021 - 12:14 PM
#70
Posted 19 February 2021 - 12:22 PM
Helsbane, on 19 February 2021 - 12:14 PM, said:
Not to mention that it's just going to cause a lot of challenges with balance. I feel the BTech lore gets pretty shaky beyond the 3060s. CGL is starting to bring things back into line with IllKhan and I'm excited for the future of BTech but adding Jihad weapons to MWO would be a mess IMO. Power Creep out the wazoo.
#71
Posted 19 February 2021 - 01:28 PM
Helsbane, on 19 February 2021 - 12:14 PM, said:
Some of the items are pretty huge gamechangers, like Modular Armor being able to give you a +20 armor quirk on any location you want on any mech you want. Chemical lasers would give Clans low-heat low-duration lasers. Mech Mortars are a missile weapon that is immune to AMS. Etc. There are a lot of gaping holes in the sandbox that need to be filled.
#72
Posted 19 February 2021 - 01:38 PM
Lanzman, on 19 February 2021 - 11:21 AM, said:
Actually they do. In TT SRM's have a basic guidance system, Streaks are smarter and only fire if every tube has a lock and can make it to the target. What we have in game are dumbfire SRM's that exchange the guidance systems for +50% damage. They dont hit as often but they hit harder.
#73
Posted 19 February 2021 - 08:31 PM
#74
Posted 20 February 2021 - 09:58 AM
#76
Posted 21 February 2021 - 03:51 AM
FupDup, on 20 February 2021 - 10:00 AM, said:
We should have had AP Gauss back when they got the Civil War stuff, but let's face it, giving the Clans a weapon that fits the HMG roll with SRM range would be OP.
Hell, if they'd stopped the clock 2 years later, Clans would have RACs as well.
#77
Posted 21 February 2021 - 08:41 AM
Willard Phule, on 21 February 2021 - 03:51 AM, said:
The HMG is a continuous DPS weapon that has no heat and has crit bonuses.
The AP Gauss is a frontloaded weapon (with a reload time) that generates a little bit of heat and has no critical hit bonuses. Since it's a Gauss weapon it would also have to deal with a charge-up time.
They cover different roles.
#78
Posted 21 February 2021 - 09:36 AM
Willard Phule, on 21 February 2021 - 03:51 AM, said:
We should have had AP Gauss back when they got the Civil War stuff, but let's face it, giving the Clans a weapon that fits the HMG roll with SRM range would be OP.
Hell, if they'd stopped the clock 2 years later, Clans would have RACs as well.
There is a whole host of coulda, shoulda, woulda. For every year the clock goes forward, there are two or three pieces of IS gear that come into play for every one piece of Clan gear and it's by design, since the IS stuff is always beating around the bush of capability for the Clan stuff instead of straight-up matching it.
#79
Posted 23 February 2021 - 04:56 AM
FupDup, on 18 February 2021 - 04:30 PM, said:
However I don't really like that idea because it removes one of the key counters to Lurms (breaking line of sight). Also Streak Lurms would just be hard to balance against regular Lurms without one being the obvious choice. Streak Lurms aren't even supposed to be able to indirect fire anyways.
You're forgetting the AP Gauss and the Hyper Assault Gauss. AP Gauss fits the HMG slot with SRM range and the HAG is just brutal.
As for Streak LRMs.....that's essentially what we've got already, more or less, based on the Streak SRM mechanic we're using.
Miss Greene, on 21 February 2021 - 09:36 AM, said:
There is a whole host of coulda, shoulda, woulda. For every year the clock goes forward, there are two or three pieces of IS gear that come into play for every one piece of Clan gear and it's by design, since the IS stuff is always beating around the bush of capability for the Clan stuff instead of straight-up matching it.
Not to mention the obvious bias towards IS gear. The Civil War update gave the IS a whole bunch of new toys, all the Clans got were ATMs and Heavy lasers.
FupDup, on 21 February 2021 - 08:41 AM, said:
The AP Gauss is a frontloaded weapon (with a reload time) that generates a little bit of heat and has no critical hit bonuses. Since it's a Gauss weapon it would also have to deal with a charge-up time.
They cover different roles.
Not according to the description of them in the TROs. It's basically a .50cal gauss minigun from everything I've read. It's simply an anti personnel weapon based on gauss mechanics instead of slug throwing.
#80
Posted 23 February 2021 - 01:06 PM
Willard Phule, on 23 February 2021 - 04:56 AM, said:
The descriptions I've read mention words like flechette and needler. This could be interpreted in MWO as being either a tiny shotgun (baby LB 3-X) or using the CERPPC splash mechanic (something like 2 damage to main location and 0.5x2 splash). Basically any kind of spread.
If you can screenshot or paste in a description explicitly mentioning rapid-fire I will yield, but even then we can just use something like the Clan UAC burst-fire mechanic (with a cooldown between bursts) to make the weapon still more frontloaded in nature than constant-firing MGs (and also lack of crit bonus).
Edited by FupDup, 23 February 2021 - 01:10 PM.
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