Author Topic: Battle Armor changes  (Read 2774 times)

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Offline sgnl05

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Re: Battle Armor changes
« Reply #60 on: June 29, 2010, 03:08:47 AM »
I'm still hoping we'll see it just because it'd give grenades a large buff that I think they need. If you could grab something and THEN plant a charge, you wouldn't end up with the current situation where you take 10 C8 charges in the hope that maybe you'll manage to get 3 to stick. Mind you, I'm pretty sure the reason they don't stick now is collision issues, so unless that's fixed I guess the claw wouldn't help much.
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Offline Jaso the Sniper

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Re: Battle Armor changes
« Reply #61 on: July 03, 2010, 08:43:20 AM »
I like HAARPs idea, +1.
what he said
HAARP always has good ideas
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline Brainwright

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Re: Battle Armor changes
« Reply #62 on: July 06, 2010, 07:25:28 PM »
I've heard some grumblings about the loadout of battle armor.  Honestly, I've hated the loadout, too.  Two weapons on one arm?  It isn't funny.  Then the arm disappears when using the SRMs.

Silly, isn't it?

So make the second weapon a shoulder mount something like this :


Fix it so shoulder mounts can't be taken into the majority of vehicles, make the micro heavy laser shoulder mount only, and then you're cooking with gas.

And can we please get some new models for these weapons?  The flamer and AC2 need to be differentiated.  Honestly, the AC2 works more like the Bear Superheavy Autocannon, so make that a three-barreled bastard and rename the current Bear to Heavy Machine Gun.

There, you've almost got a complete set of CBT weapons.
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Offline =KoS= Eldragon

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Re: Battle Armor changes
« Reply #63 on: July 06, 2010, 08:06:30 PM »
Fix it so shoulder mounts can't be taken into the majority of vehicles, make the micro heavy laser shoulder mount only, and then you're cooking with gas.

I like it. Its simple to explain to people, and Mouse Button 2 could then default to The shoulder mount. No more switching!

There, you've almost got a complete set of CBT weapons.

Course, I'd love to have the King David gauss rifle included... It functions as a BA killing sniper rifle with an 800 meter range and E.optics zoom. Some BA are begging to be sniped.

Offline [CW]Outlaw

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Re: Battle Armor changes
« Reply #64 on: July 07, 2010, 03:35:04 AM »
Well without the claw being implemented for some time, i say rid the BA of the grenades, make the SRMs more powerful (doesn't need to be AS powerful as the C8 packs, but enough to make a dent) with all 3 grenade types implemented for the launcher as opposed to trying to throw it on the target, and on that note, if the BA is given a Launched NARC type, either give it the same range as mech mounted NARC, or keep it at the range of SRMs but keep the 60 second duration.

AP Guass/King David/Magshot would be great for long range anti-BA solutions, especially if the travel speed is increased over the MPPC.
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Offline Flyingdebris

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Re: Battle Armor changes
« Reply #65 on: July 07, 2010, 09:38:27 AM »
yeah honestly, I don't like relying on the det packs in the first place  All too often they might glitch and not explode or fail to stick to the target all together.  I've made the point in the past, but i'll echo it again in agreement with Blanc, turn the nades into warheads for the missiles and balance accordingly.  Besides, its not like elementals really relied on detpacks anyway, that was more of an infantry thing.
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Offline sgnl05

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Re: Battle Armor changes
« Reply #66 on: July 07, 2010, 11:38:12 AM »
Noooo, the detpacks are a great concept  :( It's true that they're not very good now but that's just due to technical issues, not the idea itself. I'd much rather see the collision issues that make them bad sorted than just removing them.
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Offline Brainwright

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Re: Battle Armor changes
« Reply #67 on: July 07, 2010, 02:44:01 PM »
Oh, I feel I should point out that with a shoulder mount, the SRM pack would be considered a shoulder mount as well.  Create an arm-mounted version and then watch all the fun with all the new loadouts.

Course, I'd love to have the King David gauss rifle included... It functions as a BA killing sniper rifle with an 800 meter range and E.optics zoom. Some BA are begging to be sniped.

I don't think we need more one-hit kills against BA.  Battle armor is currently woefully under armored compared to their Battletech counterparts, and I'd be much more in favor of an LBXAC2 sniper rifle that could kill in three or four hits and have a good chance to hit a moving target at range.

Though, if you made Battle Armor durable enough to withstand the splash on a mPPC at maximum health, I'd certainly feel better about a long-range rifle in general.

Noooo, the detpacks are a great concept  :( It's true that they're not very good now but that's just due to technical issues, not the idea itself. I'd much rather see the collision issues that make them bad sorted than just removing them.

Mmm, I wonder.  Why not make the ability to mount grenades into an equipped weapons package?  Call it a micro-grenade launcher.  Make it so you can either take that or the claw, and there, you've fixed the oddness with tossing grenades will clawed on to a mech before the claw is ever even implemented in the public release!

Also, another idea : make HarJel bleed from the seams when Battle Armor is below 33% armor or some such.  How is that not cool?
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Offline [CW]Outlaw

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Re: Battle Armor changes
« Reply #68 on: July 07, 2010, 09:11:02 PM »
well with the current setup most BA on BA engagements are shortrange, adding a AP Gauss or King David, would give BA a "Sniper Rifle" of sorts, if the travel time is reduced for each round and it takes say 2 shots to drop the target, i think i would take it over the MPPC.
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Offline HAARP

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Re: Battle Armor changes
« Reply #69 on: July 07, 2010, 09:50:19 PM »
Also, another idea : make HarJel bleed from the seams when Battle Armor is below 33% armor or some such.  How is that not cool?
Go for it! If it bleeds, I can kill it! >:]

Offline Brainwright

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Re: Battle Armor changes
« Reply #70 on: July 07, 2010, 11:59:36 PM »
well with the current setup most BA on BA engagements are shortrange, adding a AP Gauss or King David, would give BA a "Sniper Rifle" of sorts, if the travel time is reduced for each round and it takes say 2 shots to drop the target, i think i would take it over the MPPC.

Long range in what terms?  Five hundred meters is pretty long for battle armor, and as it stands, the splash of the mPPC makes it far better suited for sniping than the AC2, which currently has a range of 1200m.
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Offline SquareSphere }12thVR{

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Re: Battle Armor changes
« Reply #71 on: July 08, 2010, 12:03:30 AM »
I regularly hit hawkmonths with my AC2 just to piss them off :D
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