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weapon slots


9 replies to this topic

Poll: do you need this? (19 member(s) have cast votes)

separate slots

  1. yes (10 votes [52.63%])

    Percentage of vote: 52.63%

  2. no (7 votes [36.84%])

    Percentage of vote: 36.84%

  3. what is it? (2 votes [10.53%])

    Percentage of vote: 10.53%

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#1 I7aggoHok

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Posted 20 August 2012 - 07:03 AM

How do you feel about separate slots under the weapon?
For example C1 Catapult has 2 rocket slots , on the left and right hand, each with lrm15. which occupies three slots.
Let us do so under rocket this fur was on 3 slots on each side. That is, you can insert either one lrm15 on each side or lrm10 + srm5, or srm6 + srm2 each side.
I think this kind of approach to weapons add more variation in fur as well as increase the number of weapons is not as useful as srm2, machine gun, etc.

Now you can install (for example) 2 ultra ac/5 or 2 machine gun. but machine gun now a trash. But if u have 3 ballistic slots on each arm you can insert 2 ultra ac/5 or 6 machine guns.

Edited by I7aggoHok, 21 August 2012 - 03:04 AM.


#2 prodigy

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Posted 20 August 2012 - 07:07 AM

View PostI7aggoHok, on 20 August 2012 - 07:03 AM, said:

For example C1 Catapult has 2 slots sweat missiles


Sweat missiles? This must be clan technology, no such weapon is known in the Inner Sphere.

#3 I7aggoHok

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Posted 20 August 2012 - 07:17 AM

Nice idea to clan technology to.

Edited by I7aggoHok, 20 August 2012 - 07:17 AM.


#4 Stickjock

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Posted 20 August 2012 - 07:52 AM

Isn't this one of those "should be in Beta discussion" rather than general suggestions??

#5 Adrienne Vorton

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Posted 20 August 2012 - 12:04 PM

i think i dont get you, but wasn´t that exactly how slots in MW4 worked? in place of a 3 slot weapon you could put f.e. 3 1slot weapons?

that was removed to make boating harder... you got a total number of a certain weapon TYPE you can put into an area... thats not a secret, its somewhere in the stickies...

#6 Steel Talon

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Posted 20 August 2012 - 12:54 PM

It would mess up visual weapon repesentation

#7 Brodan Wolf

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Posted 22 August 2012 - 01:36 PM

just like mechwarrior merc

#8 ODonovan

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Posted 22 August 2012 - 01:48 PM

View PostI7aggoHok, on 20 August 2012 - 07:03 AM, said:

For example C1 Catapult has 2 slots sweat missiles


View Postprodigy, on 20 August 2012 - 07:07 AM, said:

Sweat missiles? This must be clan technology, no such weapon is known in the Inner Sphere.


They're a special stealth weapon in underarm launchers. :mellow:


Seriously though, the fact the 'mechs have critical spaces is part of game lore. Making them dedicated to certain types of weapons and restricting what can be put in them is handicapping the game unnecessarily. As an example, I like to respec my Catapult out of the LRM-15s into three LRM-5s in each arm. That saves a ton on each side which I throw into two more HS. Now I have the choice of firing five, ten, or fifteen missiles from each arm rather than having to burn the entire fifteen each time. Can you say ammo management? I knew you could. I also like to use the other slot in each arm for the ammo, so I don't have it sitting in the vulnerable torsos. You blow off the arm, I lose the missiles and the ammo. Can't use one without the other anyway, so that works just fine for me.

Can I do that in the game as it's currently set up...no. That, to me, is a failure of game mechanics. Just my POV. This is coming from someone who's been playing the game since the boxed set first came out in 1985, however.

DEVS, please don't change the game too much. There are too many of us out here who have waited so long for this game. Changing the character of the game we know and love will make it end up like Star Wars and Star Trek. They could be through the ROOF with subscribers who have loved those IPs for years, but they changed them until the really dedicated fans became disappointed and left. I desperately don't want to see that happen to MWO because then it will become just another FoTM shooter game which will lose most of the (casual) players' interest after only a few months and have no dedicated core of supporters to keep it going.


-Irish

Edited by ODonovan, 22 August 2012 - 04:46 PM.


#9 Awesome Master

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Posted 29 November 2012 - 09:00 AM

I prefer it how it is, because if it was like how you want it to be it would make some mechs op, like lets say you have a hunchback 4G. It can fit an AC20 which is 10 slots, if you convert it into 10 machine guns that would make it do about 4dps (tell me if im wrong (I heard a machinegun does 0.4dps)) with good accuracy (AC20 is generaly hard to aim), and 4dps would be able to take off an arm in about 5-6 seconds (if all the bullets hit), and you wouldn't have any heat allowing you to add 3medium pulse lasers or whatever you want to add.

(Can you explain the idea of your examples in more detail, because they were a bit vauge and I think I got it wrong.)

Edited by Awesome Master, 29 November 2012 - 09:03 AM.


#10 focuspark

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Posted 29 November 2012 - 09:15 AM

If anything they should be more restrictive about weapon choice, not less. Right now there are very few mechs and they're not well thought out by the developers.In the future you'll have a wide array of options, all with their own visual cues. This means when you see a Catapult you should be pretty sure its a missile mech and you can 'just know' it's loadout. Sounds lame, but visual cues like this are important when designing a good, solid, fun, and lasting MMO.

Currently builds like CAT-K2 with a pair of Gauss doesn't 'feel right' because the tiny machine gun models don't register and super damaging gauss cannons.





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