Author Topic: Fuel Tanks  (Read 458 times)

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Offline Flyingdebris

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Re: Fuel Tanks
« Reply #15 on: January 19, 2012, 04:33:27 AM »
fair enough, it just kinda originally sounded like you were implying they were new or something.  ;D
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Offline Arghy

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Re: Fuel Tanks
« Reply #16 on: January 19, 2012, 05:08:16 AM »
SA_Explosiveswharehouse

Offline Taemien

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Re: Fuel Tanks
« Reply #17 on: January 19, 2012, 06:54:37 AM »
Capper, define "these days"



don't get me wrong Doom, Halflife, and many others were the pinnacles of their times and I enjoyed every minute of them.  But just as the ambiguous crate filled scenes of yesteryear have given way to crateless environments, so too must the explosive barrel filled ones.  Some more recent examples are still to be found, for instance Killzone 2, Resistance, Borderlands, just to name a few


Don't forget TOR.

Apparently a Jedi Knight can blow up a bunch of imperial troopers by using the force from 40m away on such a barrel  ;D

Offline =KoS=Zeus

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Re: Fuel Tanks
« Reply #18 on: January 19, 2012, 07:40:46 AM »
I'm pretty sure Capper didn't read a god damned thing I wrote in here since every issue he has with explosives I covered in my two posts about them.

Offline Mitchpate

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Re: Fuel Tanks
« Reply #19 on: January 19, 2012, 07:53:03 AM »
It's a good idea but as was evidenced by MW4 gameplay, teams simply avoid them.  I can count on one hand the number of times someone on my team has been injured by them in a match.  Then again, half those times was a teammate doing it to screw with another teammate :)

In opens, pubbers often shoot them before you can take advantage of them.  If they were strategically positioned inside bases they would make for great "oh sh** I took a wrong turn" ambushes.  Beyond that I really can't see them being a game changer.
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Offline Defender

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Re: Fuel Tanks
« Reply #20 on: January 19, 2012, 08:08:54 AM »
It's not a Fuel Tank, but in MW3 I liked trying to use the environment to kill people.

There was a map called Ice Port and in the middle was a dropship bay. The dropship bay was destructible. I'd usually make it a goal to be the first to destroy it because watching the pieces fall down was awesome (back in 1999).

Let me preface this by saying I was epic at MW3. Like, when I say epic, I mean I was Neo in the friggin' Matrix-type epic.

So anyway, I was toying with this guy, dodging all his shots, leading him towards the port. I knew he had JJ and would follow me, so for shits and giggles I jumped up into the port, enough to skirt the debris and arch over it. I shot the port about half-way up, timing it so the pieces would fall behind me on his way up.

Clean Headshot with Port Debris. Didn't even graze another piece of his armor.
Crushed his skull in with a chunk of Dropship bay.

This is a picture of me moments after:


In summary, destructibility has its place, and I wish we could have more in our game.
We don't have the resources to put forth into making everything destructible, but you damn well better believe that if we could, we would.
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Offline Mitchpate

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Re: Fuel Tanks
« Reply #21 on: January 19, 2012, 08:52:35 AM »
Boom headshot!
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Offline Flyingdebris

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Re: Fuel Tanks
« Reply #22 on: January 19, 2012, 10:01:38 AM »
i dunno about  barrels and stuff. because you could simply avoid them.

but what about stuff that is actually useful that players rely on, kinda like how turrets are now?

you know how you kinda have to make the call of, do i fry these turrets, or simply suck it up so that they become mine after i cap a base?

well, expand that to stuff like factories, repair gantries, neutral apc ammo restocking points.  Do you engage in scorched earth destroy everything if you know you won't have access to it yourself?  How badly do you want a point, enough to render it completely worthless?  I know that on kagoshima with the midfield factories that roll out demos and morrigus, or death valley's G4, how i wished i could just shut those factories up even if capping it netted me nothing but rubble

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Offline Mitchpate

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Re: Fuel Tanks
« Reply #23 on: January 19, 2012, 10:07:21 AM »
Once thing I really liked about MW4 was that you could destroy repair bays, thus rendering that base and region of the map effectively useless to the enemy.  If we were being forced out of a base or area it was customary to destroy the bays rather than allow the enemy to use them.  Consequently, it made it more difficult for the enemy to hold the base but it also made it more difficult for you as well if you re-took it later.  I think that sort of dynamic definately has a place in MWLL.
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Offline Arghy

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Re: Fuel Tanks
« Reply #24 on: January 19, 2012, 10:21:59 AM »
You could have generator vehicles and just destroy those much easier to code i think.

Online MerfMerf

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Re: Fuel Tanks
« Reply #25 on: January 19, 2012, 10:29:00 AM »
MWLL has TC. TC has slow tanks and assaults defending bases.
What if the TC base is a production facility of some sort? What if those explosive things re-spawn regularly like.. say.. the turrets do? Would this not force defenders to either leave the base occasionally to shoot the explosives (that may or may not be hard to hit from just outside base, but easier to hit from a hill a bit further away) or take the risk of leaving them there? Would it not also be quite possible that one such explosive thing respawn in the middle of a fight, presenting an opportunity to the lone outnumbered and out-gunned JJ equipped attacker with situational awareness to even the odds?

I am thinking there are plenty of ways to make avoiding hazardous environment (be it lava or explosive barrels) something more then just a no-brain reaction.

/Merf - Invisible space lava

Offline cyofee

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Re: Fuel Tanks
« Reply #26 on: January 19, 2012, 03:18:05 PM »
i dunno about  barrels and stuff. because you could simply avoid them.

but what about stuff that is actually useful that players rely on, kinda like how turrets are now?

you know how you kinda have to make the call of, do i fry these turrets, or simply suck it up so that they become mine after i cap a base?

well, expand that to stuff like factories, repair gantries, neutral apc ammo restocking points.  Do you engage in scorched earth destroy everything if you know you won't have access to it yourself?  How badly do you want a point, enough to render it completely worthless?  I know that on kagoshima with the midfield factories that roll out demos and morrigus, or death valley's G4, how i wished i could just shut those factories up even if capping it netted me nothing but rubble

Out of everything that's been suggested in this thread I like this the most. Scorched earth tactics could have their place.
Implement coolant trucks!

Offline General_Armchair

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Re: Fuel Tanks
« Reply #27 on: January 19, 2012, 09:30:51 PM »
I'd love if we had the resources to make all the buildings destructible.  Then, when that one BA has hidden behind the rooftop shack of a nearby building, but is still able to single-handedly prevent an entire lance of mechs from capping a base, we could just collapse the damn building on him and be done with it.

Huge difference between asymmetric warfare and hiding in a broom closet.


IMHO, simply allowing the larger force to cap the base would be a better solution.  For example, if 3 IS players and 2 clan players were in the base, the base would be capped for the IS at the rate that 1 player would solo cap a base.  (bf2 handled base captures this way).

....although it would be fun to crush the BA by collapsing the building on him.