Author Topic: Dim's comprehensive list of stuff.  (Read 1092 times)

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Offline =KH=Dimachaerus

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Dim's comprehensive list of stuff.
« on: January 21, 2010, 02:05:58 AM »
Feel free to comment and such, but this is just what I've come up with since i started playing the first night beta went live.

1. Jumpjets. On the light to medium mechs, they seem a bit lacking. Yes, combined with MASC and a full speed run, you can cover a moderate distance, however, having to rely on a two other conditions to make the jump lengths acceptable, not to mention the fact that jumping is actually slower in most scenario's than just running with MASC. I'd suggest making the jump speed faster, but keep the same jet duration. The recent change to the amount of juice needed to lift is a start, but they're still just a little bit behind.

2. Weapon velocities. Just a minor gripe, would love to see a slight increase to AC/Gauss projectile velocities, and a significant boost to PPC velocity, it's pretty difficult to get a good bead on targets at max range with a PPC, they're supposed to be a particle beam, ergo traveling at (nearly, but close enough for art) relatavistic speeds, like lasers.

3. Improve the BA flamer. In it's current state it's nearly impossible to kill another elemental with (in any realistic situation, of course you can VERY easily kill yourself with it), and will often overheat before distressing even a hot vehicle/mech.

4. Would dearly love to see a variety of BA suits available, but that would require art assets, new animations etc etc, just a pipe dream.

5. Increase ammo count for M-guns, and slightly increase damage against hardened targets. They're not just an anti infantry weapon, they are also a backup weapon for when heat or other variables makes other weapons unusable. Currently they don't even scratch the paint of anything beyond 20-30 tons.

6. Increase ammo count for RAC-2, they burn through their 600 rounds at a prodigious rate. Also possibly a slight increase for the RAC-5 as well.

7. Increase turn speed for hawkmoth. As it is the sluggish performance of the hawkmoth makes low altitude work more a danger to yourself, than an asset. As a trade off decrease the top end speed a bit. Vtol's are supposed to be VERY nimble, that was their main strength in tabletop. Vectoring your thrust forward should put -all- the thrust forward, as it is it shoots you up at a 45 degree angle it seems This would help with staying low and fast behind ground cover as well. Also an increase in their ability to lose altitude would be great.

I'll toss up more I'm sure, but for now, I need a beer.
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Re: Dim's comprehensive list of stuff.
« Reply #1 on: January 21, 2010, 02:15:49 AM »

1. Jumpjets. On the light to medium mechs, they seem a bit lacking. Yes, combined with MASC and a full speed run, you can cover a moderate distance, however, having to rely on a two other conditions to make the jump lengths acceptable, not to mention the fact that jumping is actually slower in most scenario's than just running with MASC. I'd suggest making the jump speed faster, but keep the same jet duration. The recent change to the amount of juice needed to lift is a start, but they're still just a little bit behind.

I agree, but have no personal control over this.

3. Improve the BA flamer. In it's current state it's nearly impossible to kill another elemental with (in any realistic situation, of course you can VERY easily kill yourself with it), and will often overheat before distressing even a hot vehicle/mech.

Done. We were just testing this today and ownage is an understatement.

4. Would dearly love to see a variety of BA suits available, but that would require art assets, new animations etc etc, just a pipe dream.

This is a pipe dream for us as well since we were just discussing this for the millionth time the other day. We'd need new assets and a character switcher, neither of which we have, or will have in the near future.

5. Increase ammo count for M-guns, and slightly increase damage against hardened targets. They're not just an anti infantry weapon, they are also a backup weapon for when heat or other variables makes other weapons unusable. Currently they don't even scratch the paint of anything beyond 20-30 tons.

I agree with this as well, but alas, another thing I have no control over.

6. Increase ammo count for RAC-2, they burn through their 600 rounds at a prodigious rate. Also possibly a slight increase for the RAC-5 as well.

Once the mechlab is in this should be less of an issue since you'll be able to stock your own spare ammo.

I'll toss up more I'm sure, but for now, I need a beer.

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Offline =KH=Dimachaerus

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Re: Dim's comprehensive list of stuff.
« Reply #2 on: January 21, 2010, 03:48:56 AM »
One more thing I forgot about, somethin my buddy Nakor and i were talkin about last night:

8. Reduce spinup time of RAC's. Cut it down a bit to make them a little more useful for snap-firing (especially for aero combat)
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Offline Bowrrl

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Re: Dim's comprehensive list of stuff.
« Reply #3 on: January 21, 2010, 04:06:53 AM »
You could add more Battlearmor in the form of vehicles that you can buy and enter but cannot get out of unless you're in a bay, but that would be a bit cheesy and idk if it's possible to transfer the FPS controls and movement style to a vehicle. Worst comes to worst and it is impossible to transfer the on-foot movement style to a vehicle you could always just add the Golem and Kanazuchi as new BA designs and have them basically be extremely light, hyper-responsive Mechs. That's essentially how Assault BA work anyway.

Speaking of RACs, did they take the new damage modifier that the normal flavor AC2/5s got?

Offline Shakes

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Re: Dim's comprehensive list of stuff.
« Reply #4 on: January 21, 2010, 04:38:33 AM »
8. Reduce spinup time of RAC's. Cut it down a bit to make them a little more useful for snap-firing (especially for aero combat)

I dunno, I think this is part of the balance for them that offsets their damage output compared to regular ACs. You can sort of start winding them up pre emptively anyway. I personally like that a weapon that has higher damage output requires a bit more skill to use effectively. Much like PPCs and gauss.

Offline Guardi4n

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Re: Dim's comprehensive list of stuff.
« Reply #5 on: January 21, 2010, 08:48:25 AM »
Nice answer Defender

Nice listing Dim.....but I have one addition. I dunno if any1 else has noticed. Tracked vechicles are all of a sudden harder to turn......very much so. I dont mind the use of breaking etc, but the turning has been reduced.......its feeling wierd. I know from extensive discovery watching most tracked (well modern) are very mobile in the possibility of being able to turn even at high speeds. If they dont....they are sitting ducks.

I nvr had this problem in earlier fixes / patches.

I must add...the accuracy of ac2's is SO incredible now, i can shoot dim in his vtols..... HAHA
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Offline =KH=Dimachaerus

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Re: Dim's comprehensive list of stuff.
« Reply #6 on: January 21, 2010, 09:24:01 AM »
Lol know what happens when Nakor is over and someone starts shooting at his vtol or my sulla? We both load up Sulla B's, and tagteam any AA unit on the field till they leave the server, or cry uncle. We're very good at it. We also do it when the enemy starts doing nothing but sitting back and pop-tarting or missile spamming, then the break out AA tanks, and we blow those up too. Thus the cycle continues.

I'll second the point about tracked vehicle handling, and raise one other, I want to be able to ground my damn harasser so it's not moving, and still be powered up.

In reply to Shakes, Yeah, I dont want the spinup removed, just lowered so that they'll be a bit more useful for dogfighting, I want a rac2 or two on my sulla when the mechlab goes in, and with the current spinup I'll spend most of my time in the brief 1-2 second openings (when doggin someone who knows how to fly) spinning my guns up.

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Offline karix

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Re: Dim's comprehensive list of stuff.
« Reply #7 on: January 21, 2010, 09:25:43 AM »
2. Weapon velocities. Just a minor gripe, would love to see a slight increase to AC/Gauss projectile velocities, and a significant boost to PPC velocity, it's pretty difficult to get a good bead on targets at max range with a PPC, they're supposed to be a particle beam, ergo traveling at (nearly, but close enough for art) relatavistic speeds, like lasers.

Everything you said was on the money Dim, but this one in particular is close to my heart.

I am a big PPC fan. I'm a pretty good shot at anything that is 500m or closer, but it takes a fair bit of luck to hit consistently against a moving target if you're more than 300m away. Combined with the slow reload and the heavy heat spike it seems like a pretty big penalty for the damage each shot deals. On ERPPCs they say they have a range of 900, but unless I am perfectly still and my target is too there is no way I am hitting anything at that range.

Maybe others have more luck? But I find myself just taking pot shots at long range and hoping for the best.

The jump jets do need some love too, but Dim covered everything pretty thoroughly with them. Oh how I wish they improved my manoeuvrability / mobility rather than just letting me jump up and shoot over ridges.

Offline Serafina

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Re: Dim's comprehensive list of stuff.
« Reply #8 on: January 21, 2010, 09:47:46 AM »
*snip*

SO seconded.

PPCs are a pain in the ass right now - for their user, at least at long ranges.
Hitting is possible, but takes an insane amount of leading your target.

I would actually love to see PPCs being the prime ranged weapon against fast targets (due to it being near-hitscan) and gauss rifles doing the same job against slower targets. That would give the two weapons two different roles.
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Offline Rally

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Re: Dim's comprehensive list of stuff.
« Reply #9 on: January 21, 2010, 10:11:19 AM »
I do find this to be the first Mechwarrior game where machine guns are useful. But if there are only 800 rounds in a ton of their ammo, it's ridiculously heavy.

Offline eLcHi

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Re: Dim's comprehensive list of stuff.
« Reply #10 on: January 21, 2010, 10:53:23 AM »
and raise one other, I want to be able to ground my damn harasser so it's not moving, and still be powered up.

Hold X ? It got brakes after all ... or did i misunderstand what you are trying to do ? I use that to hold on steep slopes where my tank would roll backwards without.

Offline fatlazyhomer

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Re: Dim's comprehensive list of stuff.
« Reply #11 on: January 21, 2010, 11:08:59 AM »
I agree with most of it, but would like JJ to have more sway to reduce sniping abilities.

And I dont think VTOLs need to be any better. They are already nimble enough to dodge missiles.

Offline Shakes

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Re: Dim's comprehensive list of stuff.
« Reply #12 on: January 21, 2010, 11:26:53 AM »
I have to disagree with PPC speedup.

If you want hitscan there are other options. PPCs can hit heavies and assaults pretty easily even at max range, but should not be able to hit faster moving targets easily at long range. For smaller mechs, speed is their shield. Then there are things like large pulses designed to counteract this, but they dont reach quite as far. Its all a tradeoff and i think the devs got this right from the get go. I say leave the PPC as is.

The gauss? Hrm, a bit tougher. It does seem a little lacklustre but when heat and a bit lower recycle time are added in its better. You just have to use it to its full extent by firing it as soon as it reloads. Maybe could use a little boost somewhere to make it more worthwhile. It depends on what tonnage the devs have it rated at behind the scenes i gauss (oh lord  :o).

Offline Hellborn_N00b

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Re: Dim's comprehensive list of stuff.
« Reply #13 on: January 21, 2010, 02:00:40 PM »
+1 for ppc and gauss velocity increase. they both take too long for the projectile to reach the target. I think they should be as fast, if not faster than the autocannon projectiles.

Offline ~SJ~ Blhurr

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Re: Dim's comprehensive list of stuff.
« Reply #14 on: January 21, 2010, 02:07:01 PM »
and raise one other, I want to be able to ground my damn harasser so it's not moving, and still be powered up.

Hold X ? It got brakes after all ... or did i misunderstand what you are trying to do ? I use that to hold on steep slopes where my tank would roll backwards without.

Maybe a parking break?  Shift x

I also agree with PPC velocity needing upspeeded.  Maybe I'm just too used to MW4 weapon performance, but I can't hit anything with my Raven's PPC unless it's moving directly away from me or sitting still.
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