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Weapon Suggestions


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#1 Osiris513

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Posted 26 November 2012 - 06:34 PM

[color=#959595]so, for the most part, I agree with the way you've brought the 'feel' of battletech weapons to the realtime point and click interface of MWO, however, I have some suggestions:[/color]

[color=#959595]1st and foremost - LOWER LRM DAMAGE.... seriously... it's point-click-kill.... I feel like I'm cheating while using my missile boat. and if someone is tagged... forget it. LRM damage is still at 1.7 per missile?! really? in a game where they 'cant' miss from a ToHit roll, and they dont random spread on impact? they really need to come back down to at least 1.2, I say 1.2 because in 'tabletop' SRMs do twice the damage of LRMs and since SRMs seem to be at a 2.5 per missile, half that would be 1.25...[/color]

[color=#959595]2nd - Something needs to be done to increase the desirability of machineguns. Generally I would say increase the damage on them slightly. Someone had the idea of making them only take up 'half' of a ballistic hardpoint, so you could mount two in each hardpoint, but I would argue that simply doubling the damage would effectively accomplish the same goal (although I suppose ammo consumption would be twice as fast with the former suggestion) either way, they're little more than a novelty as is, and dont make the 'crit chance' arguement, it's a joke, ive been on both the giving and receiving end of it... the crit chance isn't enough to make up for the pathetic damage coupled with ammo need and tiny range.[/color]

[color=#959595]3rd - a similar arguement could be made for Flamers, either increase the amount of heat they cause, or increase damage. I'm in favor of increasing the amount of heat they deliver to the enemy mech, afterall in battletech it is a fairly significant amount, and increasing the damage would further nullify the desire for machineguns, so this would give flamers a unique role on the battlefield.[/color]

[color=#959595]4th - TAG should last slightly longer, NARC should last significantly longer. Yes, I know these arguements make LRMs more effective, but couple them with the reduced LRM damage and these items will see more use on the battlefield. I'd say 2-3 seconds after the TAG laser falls off the target would be reasonable (instead of the 1s now) but NARC needs to be more like 60s instead of the pathetic 15s it is now... especially for a weapon system that is as heavy as an SRM6 (traditionally a heavy weapon) with only 6 shots....[/color]

[color=#959595]5th and lastly - Pulse lasers. In battletech, one of the significant bonuses you get for them is a hefty bonus to hit, this helps offest their drastically reduced range and increased heat for only a minor increase in damage. I'm not sure how to translate that to MWO though, in feel like increasing damage from them would not be a great idea... although you COULD reduce their cooldown cycle time, so that they could be fired faster, thus effectively increasing their damage per second, but while still balancing them with their heat production. more shots would mean 'theoretically' more hits, thus kind of mimicking their bonus to hit from tabletop rules?[/color]

[color=#959595]Honestly, everything else feels pretty spot-on... Great job guys. I love this game. It has really brought back battletech for me, I love the way each mech drives, and serves a significant role on the battlefield, and nearly all the weapons feel useful in some way.... now if you could just let me kick with my catapult.... [/color] :)

[color=#959595]oh, and bring back knockdown (just make it less likEly to occur), sure it was annoying, but it's WAY less annoying that watching a mech teleport back and forth everytime it passes THROUGH an enemy mech...[/color]





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