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DHS is just being made the scapegoat for a design problem that goes much deeper


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#41 Particle Man

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Posted 06 November 2012 - 11:41 AM

so we have to start playing this game with dice since it's got to be exactly like tabletop, or should they give us full 2.0 heat sinks and just limit everyone to firing once every 10 seconds?

#42 Kunae

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Posted 06 November 2012 - 11:46 AM

View PostAdrienne Vorton, on 05 November 2012 - 04:03 AM, said:

clantech was OP in battletech, and it will be at least 3X OP in MWO ^^

Nah... according to PGI's "new math", clan-tech will only be 2.1x OP... :(

#43 Keifomofutu

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Posted 06 November 2012 - 11:53 AM

View PostKunae, on 06 November 2012 - 11:46 AM, said:

Nah... according to PGI's "new math", clan-tech will only be 2.1x OP... :(

Some of the clan mechs will fire ONCE and immediately explode. Some of them were incredibly undersinked even with fully functional clan doubles.

#44 anonymous175

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Posted 06 November 2012 - 11:54 AM

4 man premades are ruining the game for new double heatsinks.

#45 John Norad

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Posted 06 November 2012 - 12:25 PM

View PostUrza Mechwalker, on 05 November 2012 - 03:24 AM, said:

Woudl not be bad if weaposn had some small deviation, with some being more precise than others. And adding a pilot skills to reduce that.

Yes, and maybe add/replace pilot skills where you choose to fire faster, OR more precise, OR move faster, OR detect further, OR are less prone to being knocked down, OR...
You could also divide them up into Mech Piloting and Gunnery skills, efectively creating two skill trees you get to choose from (but of course can't pick everything).

Currently the XP and skill system is quite shallow and uninspired tbh. No alternatives, no choices, no decisions.

Edited by John Norad, 06 November 2012 - 12:28 PM.


#46 Solis Obscuri

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Posted 06 November 2012 - 12:53 PM

I'm still waiting my AC/20 to be "ammo neutral" so I don't have to carry extra ammo for it.
And "cycle time neutral" so it fires as often as an AC/2
And "accuracy neutral" so it hits CT with the same unerring regularity as a SSRM
And the "explosion neutral" ammo that doesn't need CASE

And because on TT an AC/20 fired as often as an AC/2 and had the same to-hit rolls as an SSRM, and CASE didn't really matter in MW2, and on TT one ton of ammo would last for 50s of continuous firing, then I expect to have a magic gun that fires magic homing bullets that do 20 pinpoint damage and fires twice a second and carries one-hundred rounds per ton of ammo.

Oh, and since it only produces 7 heat every 10s on TT, my AC/20 should only produce 0.35 heat per shot in MWO.

I'm waiting for my "balanced" AC/20, PGI devs... I mean, I've already done all the math for you! :)





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