A question to end one type of continuous speculation
#1
Posted 02 May 2012 - 06:21 PM
If this is something you are going to address in the coming month or two, then I would greatly appreciate a little post saying something to the effect of "This is something we will be addressing soon." If this is something you hadn't planned on specifically discussing because you don't think it's worth blogging about, then could you please just pop in real quick and answer it?
Thank you very much for understanding my position. I don't 100% expect an official reply, but one would be very nice.
#2
Posted 02 May 2012 - 06:26 PM
Honestly , I'm super curious now too.
Cheers.
#3
Posted 02 May 2012 - 07:49 PM
#4
Posted 02 May 2012 - 07:58 PM
As to whether or not a side torso loss will result in the entire Mech shutting down is still on the drawing board as we test things out. So sit on your hands and sit quietly. Will get back to you on this forthwith™.
#5
Posted 02 May 2012 - 08:30 PM
#7
Posted 03 May 2012 - 07:39 AM
So the 'Mech can still move and fire, but it's top speed is reduced by 50% and it can't stop and/or reverse as quickly. Would be nice to also see it take longer to start moving in any direction once it's stopped.
#8
Posted 03 May 2012 - 08:07 AM
If Critical hits end up in, then what does BT say about XL engines (they are larger and use up more Torso critical space) and as such how many critical hits would/should it take to stop a Mech completely?
I really hope they do Critical Hits (in any form) as it will make wounding a Mech so much more fun then always having to Core or Strip the thing every time.
Here's to hoping...
#9
Posted 03 May 2012 - 08:11 AM
}{avoc, on 03 May 2012 - 07:39 AM, said:
So the 'Mech can still move and fire, but it's top speed is reduced by 50% and it can't stop and/or reverse as quickly. Would be nice to also see it take longer to start moving in any direction once it's stopped.
And this is not directed at you personally }{avoc but I think this time out, we should not have to "Compromise". Let's do it up right. The biggest draw back of the XL Engine type is its need for more Critical Space slots. If I can determine a fast Scout is running an XL, start tearing up torso space and as he slows, then finish him/her. LOL
#10
Posted 03 May 2012 - 08:36 AM
#11
Posted 03 May 2012 - 08:48 AM
#12
Posted 03 May 2012 - 09:01 AM
RedHairDave, on 03 May 2012 - 08:48 AM, said:
That is being taken into consideration in MWO as well. Convergence and burn times for Energy weapons should help. For Ballistics, well the best thing is to just keep moving. LOL
#13
Posted 03 May 2012 - 09:02 AM
If a light is running around causing havoc and you get a side torso destroyed, his engine is damaged and the 'Mech slows down. That makes it 10x easier to destroy the annoying little ****** but doesn't have a TT, destroy the side torso, destroy the 'Mech feel.
More like destroy the side torso, THEN destroy the 'Mech.
#14
Posted 03 May 2012 - 09:05 AM
Edited by Prosperity Park, 03 May 2012 - 09:05 AM.
#15
Posted 03 May 2012 - 09:14 AM
Prosperity Park, on 03 May 2012 - 09:05 AM, said:
Well I'm sure PGI will do something similar to what all other publishers did and make the extra speed cost extra weight/size.
But if you go from a 62 km/h standard engine to a 65 km/h XL engine you shouldn't get a HUGE penalty. Making your engine that much more vulnerable by having it vulnerable in the less armoured side torsos would suffice for me personally.
#16
Posted 03 May 2012 - 09:14 AM
/edit -- and of course, each engine crit slows the mech and increases heat output.
Edited by Angelicon, 03 May 2012 - 09:15 AM.
#18
Posted 03 May 2012 - 09:16 AM
A Heavy? 64K and higher (Timber Wolves at 86K really puts it into perspective!) and for an Assault I'd say anything at 54K or higher is considered a decent click.
If you drop the engine too much, you get tons of space, but often run out of space due to criticals getting used before tonnage.
#19
Posted 03 May 2012 - 09:58 AM
1st engine hit: Generate 5 extra heat, 15% reduction in top speed, HUD intermittently stutters.
2nd engine hit: Generate 10 extra heat, 30% reduction in top speed, HUD messed up. Convergence slows down.
3rd engine hit: Generate 15 extra heat, 50% reduction in top speed, HUD messed up. Convergence slows down and weapons intermittently fail to fire.
4th engine hit: Kaboom.
Because the way I see it, XL engines are already too good.
Edited by [EDMW]CSN, 03 May 2012 - 09:59 AM.
#20
Posted 03 May 2012 - 10:35 AM
Angelicon, on 03 May 2012 - 09:14 AM, said:
/edit -- and of course, each engine crit slows the mech and increases heat output.
I really feel that the advantages of an XL are worth the disadvantages.
Everyone keeps talking about how unfair it is that XLs may kill a 'mech from side torso destruction but don't forget you didn't have to mount an XL in the first place. Standard engine 'mechs are far more durable and that can lead a well designed standard 'mech like the Awesome to utterly decimate a far superior gunboat with an XL, like the Devastator.
People seem to have an entitlement complex for the ability to stick as many guns on their 'mechs as possible and don't want to have any drawbacks to doing it.
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