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BattleMech 16: Flea


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#601 Dawnstealer

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Posted 23 October 2013 - 06:59 AM

View PostMechwarrior0311, on 08 September 2013 - 01:42 AM, said:

Yes, give those Light pilots their Flea and then please release another 100 ton mech of any choosing so the Atlas isn't so lonely on the battlefield!!

Posted Image

:D

Also, the Flea was originally released in the Battle Technologies (?) magazine way, way back. It was 15 tons, not 20. I think they had a Guardian in there, too, which was all machine guns (apparently some kind of police model for rich worlds).

Edited by Dawnstealer, 23 October 2013 - 07:00 AM.


#602 Dawnstealer

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Posted 23 October 2013 - 07:15 AM

View PostMordynak, on 23 October 2013 - 12:07 AM, said:

Pretty certain that the limitation was due to network performance. Which isnt something that can be resolved. Only improved. Pretty sure theyve made it better now too. Since the commando can now run upto 171kph.

My guessing is that they will release the Flea after the phoenic variants are released.

Also, I don't see how MASC doubles your kph, The only mech it seems to be used on is the flea and it takes it from 97 to 119 kph.

It's a little weird because it doubles the WALKING speed of the mech. Trying to remember, but I think the running/top speed of a mech was 1.5 the walking speed. So a mech that moved at 5(hexes)/8(hexes) would now move at 5/10.

Roughly a 25% bump, but the MASC is a big component that can screw up pretty easily. Think an UAC5 that blows off a leg.

#603 scJazz

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Posted 23 October 2013 - 07:27 AM

MASC does double the Walk Speed of a Mech so a Spider with MASC that had a normal 240 engine in it would go from 8/12 movement rate to 8/16. Each movement point is worth 10.8 kph so we get top speeds of 129.6 kph and 172.8 kph respectively. Each turn (10 seconds) the MASC is active forces a Saving Throw starting at 3 (2d6) and increasing +2 each turn (under 3 fails, under 5 fails, under 7 fails, etc). Failing the Saving Throw causes TOTAL IMMOBILIZATION.

If you don't like the Random Jam mechanic of the UAC5 then the screams of incoherent rage caused when someones MASC fries randomly during a match will be astonishing.

#604 Adridos

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Posted 23 October 2013 - 07:31 AM

View PostDawnstealer, on 23 October 2013 - 07:15 AM, said:

Roughly a 25% bump, but the MASC is a big component that can screw up pretty easily. Think an UAC5 that blows off a leg.


No random this time around, please. They "must have" learned their lesson with UAC/5 and will make it properly, MW:LL style (starts damaging your internal structure after prolonged use, runs on a separate "heat scale" that is invisible to the player). Hope is the last thing to die, after all...

Oh, and when we're at it where is my TSM? :D

#605 DirePhoenix

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Posted 23 October 2013 - 07:43 AM

View PostscJazz, on 23 October 2013 - 07:27 AM, said:

If you don't like the Random Jam mechanic of the UAC5 then the screams of incoherent rage caused when someones MASC fries randomly during a match will be astonishing.


Those tears will be delicious!

#606 Macbrea

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Posted 23 October 2013 - 08:05 AM

I am pretty sure the correct way to represent MASC's quirkiness is to have it do the following:


1) First have it have a bar similar to jump jets.
2) When activated it will be active until the bar is empty (no toggle)
3) When activated there is there is 3% chance of it inflicting a Leg Critical
4) It recharges at same rate as Jump Jets
5) Each additional activation of MASC before a reset adds 3% cumulative chance to cause critical
6) A reset occurs if a MASC vehicle comes to 0kph speed for 10 seconds
7) Speed increased to equals base speed * .66 * 2 * [1.33(speed tweak)] for duration.

That probably would be the best way to represent the original design in MWO.

#607 DirePhoenix

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Posted 23 October 2013 - 08:22 AM

View PostMacbrea, on 23 October 2013 - 08:05 AM, said:

I am pretty sure the correct way to represent MASC's quirkiness is to have it do the following:


1) First have it have a bar similar to jump jets.
2) When activated it will be active until the bar is empty (no toggle)
3) When activated there is there is 3% chance of it inflicting a Leg Critical
4) It recharges at same rate as Jump Jets
5) Each additional activation of MASC before a reset adds 3% cumulative chance to cause critical
6) A reset occurs if a MASC vehicle comes to 0kph speed for 10 seconds
7) Speed increased to equals base speed * .66 * 2 * [1.33(speed tweak)] for duration.

That probably would be the best way to represent the original design in MWO.

They would also need to have myomer/actuator criticals actually do something.

Edited by DirePhoenix, 23 October 2013 - 08:22 AM.


#608 Macbrea

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Posted 23 October 2013 - 08:26 AM

Well, yes, but, it would also destroy things like heat sinks, the masc system itself or ammo kept in legs.

#609 Dawnstealer

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Posted 23 October 2013 - 08:28 AM

I'm a fan of scJazz's idea: take away the randomness, make it useful, but also make it a crapshoot for someone who holds down the MASC button for more than a couple seconds. Limiting it like jump jets is a good way: you can only use it for so long before it has to reset.

Not exactly canon, but...eh: then there would at least be strategy without the randomness.

#610 Macbrea

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Posted 23 October 2013 - 08:37 AM

Well, by my method, you are allowed to do the following:

1) fire off Masc run around like *****
2) Masc ends, bar starts filling back up
3) at 20% full bar player hits Masc again (Chance now 6%)
4) Masc ends, bar starts filling back up
5) at 55% full bar player hits Masc again (Chance now 9%)
6) Masc ends, bar starts filling back up
7) at 100% full bar player hits Masc again (Chance now 12%)
..... until leg explodes or player decides to stand still for 10 seconds.

A lot of gambling involved with using it. But, very cannon in it's nature.

#611 SmithMPBT

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Posted 23 October 2013 - 08:52 AM

Lets hold off on giving spiders MASC please! 4-5 of them in every drop now is bad enough.

#612 Dawnstealer

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Posted 23 October 2013 - 08:53 AM

View PostMacbrea, on 23 October 2013 - 08:37 AM, said:

Well, by my method, you are allowed to do the following:

1) fire off Masc run around like *****
2) Masc ends, bar starts filling back up
3) at 20% full bar player hits Masc again (Chance now 6%)
4) Masc ends, bar starts filling back up
5) at 55% full bar player hits Masc again (Chance now 9%)
6) Masc ends, bar starts filling back up
7) at 100% full bar player hits Masc again (Chance now 12%)
..... until leg explodes or player decides to stand still for 10 seconds.

A lot of gambling involved with using it. But, very cannon in it's nature.

I like it.

View PostSmithMPBT, on 23 October 2013 - 08:52 AM, said:

Lets hold off on giving spiders MASC please! 4-5 of them in every drop now is bad enough.

Imagine the Spider firing it off and then blowing up a leg. Then imagine that now-gimpy Spider limping a few meters away, whimpering as you slowly line up the AC20...

Edited by Dawnstealer, 23 October 2013 - 08:54 AM.


#613 Mavqie

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Posted 23 October 2013 - 09:02 AM

View PostDawnstealer, on 23 October 2013 - 08:53 AM, said:

I like it.


Imagine the Spider firing it off and then blowing up a leg. Then imagine that now-gimpy Spider limping a few meters away, whimpering as you slowly line up the AC20...



what and then your ac20 doing no damage due to the dodgy hitboxes?

#614 cSand

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Posted 25 October 2013 - 03:52 PM

I've had no problems hitting spiders...

you ever watch some people play after you die, and notice half of them don't even lead with the crosshair.. they get it on the mech they're aiming at, fire it off, and the shell plows into a hill behind where the target used to be.

LT.... aim!!

:)

#615 Armored Yokai

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Posted 25 October 2013 - 04:42 PM

this mech is going to be terrible at defense
due to the locust haveing the same armor

#616 Macbrea

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Posted 28 October 2013 - 06:41 AM

Ok, you have stated the obvious. It has low armor because it's 20 tons. The biggest problem with the locus isn't it's armor but it's view port. It has far too much of a tunnel vision effect to be useful. My biggest damaging mech is the commando at 25 tons. Load up a commando then load up a locus. You will definitely notice the difference in views.

#617 Dawnstealer

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Posted 28 October 2013 - 07:41 AM

View PostcSand, on 25 October 2013 - 03:52 PM, said:

I've had no problems hitting spiders...

you ever watch some people play after you die, and notice half of them don't even lead with the crosshair.. they get it on the mech they're aiming at, fire it off, and the shell plows into a hill behind where the target used to be.

LT.... aim!!

:)

This - I've run Spiders and when I hold still, I get blown apart in short order. Granted, I'm thinking there might be a few hacks out there that allow people to spread damage across their mechs. Had a match this weekend where I was shooting nearly point-blank into a Highlander's Right Torso - LA, LL, RL, CT, LT all took equal (spread out) damage. I think PGI needs to focus on tightening up the hacks more than making Lights easier to kill.

Honestly, when I aim at a Light, they die horribly. Most people, from my spectating, lead them like they're leading a slow-moving heavy and the shots explode harmlessly behind them. The Spider isn't invincible: you're missing.

#618 Gallowglas

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Posted 28 October 2013 - 08:30 AM

View PostcSand, on 25 October 2013 - 03:52 PM, said:

I've had no problems hitting spiders...

you ever watch some people play after you die, and notice half of them don't even lead with the crosshair.. they get it on the mech they're aiming at, fire it off, and the shell plows into a hill behind where the target used to be.

LT.... aim!!

:)


Ummm...except that there's been video documentation that clearly shows shots hitting squarely on target, the paper doll flashes, and yet no damage registers. Conversely, the videos show shots being made WELL in front of the mech and yet register damage. If your response is simply "L2Aim", then you definitely have not seen the bug in play or else haven't been very observant.

#619 Dexter Herbivore

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Posted 28 October 2013 - 08:46 AM

Waaaaiiiiit... ZOMBIE THREAD.

#620 Dawnstealer

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Posted 28 October 2013 - 08:54 AM

View PostDexter Herbivore, on 28 October 2013 - 08:46 AM, said:

Waaaaiiiiit... ZOMBIE THREAD.

Nah - keep it going. There's a lot of interest for the Flea out there. Of course, it'll have to wait until the Phoenix mechs roll out (so three more months, and then likely +2 more when the Griffin and Wolverine roll out).

Hopefully in March, we'll get the Flea.

...or the King Crab. :)





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