Author Topic: vehicle jumping, guns, stats  (Read 3461 times)

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Offline SummerRider

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Re: vehicle jumping, guns, stats
« Reply #15 on: March 04, 2009, 11:15:58 PM »
They could always go the other way.

If you bail, or jump out of your mech instead of being in BA or Elemental armor you just DIE.

Personally for this GAME I think I'm ok with being in a BA or Elemental armor.

Offline KingLeerUK

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Re: vehicle jumping, guns, stats
« Reply #16 on: March 04, 2009, 11:24:00 PM »
Let's see...

Infantry + Jetpacks

No.  This isn't Tribes.

The only way I could see infantry being added would be as an AI element for both sides.  They would actually not effect the battle in any way, but instead would add to a sense of scale by creating the feeling of hundreds of additional comrades fighting by your side.

Unfortunately, doing this would probably lag the server back into the stone age due to the additional processing power needed to keep track of hundreds of AI units.  Combine this with the fact that each players' PC would also have to track them and it's just not worth it to have infantry in as simple eye candy.

So, for the moment, I vote "no".
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Offline DigitalStef

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Re: vehicle jumping, guns, stats
« Reply #17 on: March 04, 2009, 11:24:44 PM »
The only place I see infantry would belong is in places with (extremely) heavy cover like a jungle or just fighting inside buildings. Otherwise they'd be better off stay back at base tell the enemies' mech are picked off and they need someone for clean up duty. That is in a game that is, but they do have a place in novels and roleplaying, because somebody has to main the battlements and stationary guns when things go to hell.

Offline Askis

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Re: vehicle jumping, guns, stats
« Reply #18 on: March 04, 2009, 11:29:52 PM »
To me, it all depends on how powerful the elementals are.

This has already been discussed...
A single element poses no threat to any mech.

Well, maybe if it was an assault loaded only with gauss rifles or other single-shot no-splash weapons, he could use some C8 to bring it down, if the assault has no backup around...

So yeah, a guy ejecting (which you must do manually, before the mech blows up) will want to turn tail and run or hide and try to TAG his enemy, or support his teammates if there are some around.

Offline StaticShot

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Re: vehicle jumping, guns, stats
« Reply #19 on: March 04, 2009, 11:59:31 PM »
Let's see...

Infantry + Jetpacks

No.  This isn't Tribes.
And yet, Elementals have jet packs.

Also, my question regarding the strength of the Elementals, has more to do with how hard they are to kill as a Mech Pilot. It's going to be very annoying never being able to get any confirmed kills, because everyone flys away to safety when their vehicle dies.

I want to be sure that you'll have at least a decent chance to finish the kill after you take out their mech/tank.

Offline KingLeerUK

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Re: vehicle jumping, guns, stats
« Reply #20 on: March 05, 2009, 12:04:03 AM »
Let's see...

Infantry + Jetpacks

No.  This isn't Tribes.
And yet, Elementals have jet packs.
They are supposed to have jetpacks.

Beyond the relevance argument, would you really want to be an ineffective flyspeck zipping through the sky waiting for some enemy to spare one machine gun round to take you out?  In terms of game balance, infantry would surely need to be equipped with additional armour, likely an AC and perhaps a Manpack PPC to be effective...

Oh wait, that's an Elemental...
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Offline StaticShot

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Re: vehicle jumping, guns, stats
« Reply #21 on: March 05, 2009, 12:11:54 AM »
Let's see...

Infantry + Jetpacks

No.  This isn't Tribes.
And yet, Elementals have jet packs.
They are supposed to have jetpacks.

Beyond the relevance argument, would you really want to be an ineffective flyspeck zipping through the sky waiting for some enemy to spare one machine gun round to take you out?  In terms of game balance, infantry would surely need to be equipped with additional armour, likely an AC and perhaps a Manpack PPC to be effective...
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I thought we already decided this wasn't tribes?  ;)

Offline KeenanEmpire

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Re: vehicle jumping, guns, stats
« Reply #22 on: March 05, 2009, 09:18:24 AM »
No Infantry, but,

This has already been discussed...
A single element poses no threat to any mech.

Well, maybe if it was an assault loaded only with gauss rifles or other single-shot no-splash weapons, he could use some C8 to bring it down, if the assault has no backup around...

This horrifies me. If my atlas is taken down by a BA that i just forced out of his medium/scout mech...


But thats a good point on how hard it will be to take down a BA.  It will be interesting to beta the balance between an ejected BA and a victorious mech. "hmmm, stand and fight, or turn tail and run...?"

Offline Askis

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Re: vehicle jumping, guns, stats
« Reply #23 on: March 05, 2009, 11:57:35 AM »
If your Atlas is equipped only with weapons that suck at elemental killing, bring a teammate or pay the price, easy as that :P

Offline xKamikazex

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Re: vehicle jumping, guns, stats
« Reply #24 on: March 05, 2009, 04:18:39 PM »
This is where Machine Guns will come in handy vs any other Mech Warrior Game ;). Also Pulse and Beam lasers work very well as anti BA weapons. I would suggest to anyone to carry at least some form of quick refire weapon to repel BA.

Offline Punisher1

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Re: vehicle jumping, guns, stats
« Reply #25 on: March 05, 2009, 05:30:47 PM »
Heh.... Game balance is for wussies, thats why I do not play the battlefield series anymore. Flyingdebris had the perfect example of this. Nothing like hitting a infantry soldier with a 30mm chain gun or 120mm tank round and they shrug it off.

As pointed out before it's not something that is an effective "weapon" in the game and the Devs are not considering it because the game is really about Mechs, Areotechs, and Armored vehicles.

Historically that is not allways true but this is a video game.

However I will point out a few good things about Infantry.
The infantry soldier will be around for all times, as long as man is present in the universe there will be infantry (and if man is not present allien infantry will be around). The reason for this is that that you have to hold ground and clean out all the places a mech, tank, aircraft and or ship (space ship) could not go.  ;D

But the mod has its version of infantry which is battle armor. It will be interesting to see how it all meshes togather.

I'm just wondering how without base defenses how is one unit able to keep the other from camping all the vehicle spawns?





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Offline KingLeerUK

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Re: vehicle jumping, guns, stats
« Reply #26 on: March 05, 2009, 05:34:55 PM »
I'm just wondering how without base defenses how is one unit able to keep the other from camping all the vehicle spawns?

In ToA the bases and outposts do have automated turret defenses.  We have seen these a number of times in the Advent Calendar screenshots.
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Offline (TLL) Heretic

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Re: vehicle jumping, guns, stats
« Reply #27 on: March 05, 2009, 06:31:26 PM »
@Punisher1 
We've been down that road, check out the "Poor Bloody Infantry" thread, that'll show you where things stand as to AI infantry etc and the problems it would create in MW:LL


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Offline Flyingdebris

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Re: vehicle jumping, guns, stats
« Reply #28 on: March 05, 2009, 06:58:58 PM »
note, i'm of the belief that mechs should not be kings of the battlefield, but simply occupy a slot in the food chain.  And so I would love to see stuff like missles powerful enough to pose a threat when fired in a singlular manner from infantry as i find the missle spam approach to missles as a holder over from the old macross days.  However that would not be mechwarrior were it to be changed.
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Offline Gnarlycharly

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Re: vehicle jumping, guns, stats
« Reply #29 on: March 05, 2009, 07:20:08 PM »
BA is like Jango Fett except better.
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