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Heat based and area denying weapons
#1
Posted October 25 2012 - 04:48 PM
What I would like to see is stuff like flamethrowers, proximity mines stuff that changes the way the game is played not as a shooter but adds more tactics that can be used and removes that one mech setup that becomes OP.
The flamethrowers would not be high damage but cause heat build up to the target they hit forceing a pilot to
approach his targets in diffrent ways not just run up and side step and shoot.
The proximity mines have the same effect it slows down the movement of your enemys if they run into them you have a chance to ambush them while ther trying repair the damage or just force them to waste shots on the mine cause no one who find the mine is just gona go around lol.
and counters for each will make mech setup something to think about like adding Radiators to limit the head damage or allow you to fire more mine detectors that will display stuff like mines or HE charges that are in the cone or if its 360 view of the radar.
a small list of items I can think of.
Napalm bombs that splatter incendiary liquid that burns for a set amount of time - if it gets on a mech the repair drone should be able to extinguish the flames and stop slow burn damage.
Deployable radar that can scan a small area for either a set amount of time or till its shot if thats the case should appear on everyones radar as to balance it so its not something that stays ther forever and should
not be able to see cloaked mechs (maybe make it a camra) >.<
Radiators as mention above would allow the mech vent heat faster keeping the guns from over heating and
or either allows a larger window to fire your weapons as they will not heat up as fast.
Anti Missile Chaff
Smoke Grenades for when those snipers are hassleing you or to confuse the enemy when you anbush or raid ther location - turrets should not be effected by smoke im assumeing they would have a thermal or signal
to lock onto.
Copper plated electronics as a defence against EMP lowering the chance it will effect you by set percentage.
Combat Spike a large metal spike that can be used to do massive up close damage.
If you played Chromhounds you know what im talking about lol.
I know thers alot of other things im missing plz feel free to add to the list.
LOL I was installing the game and checked out the starter mech they give you lol I love it a walking TV all it needs is the bunny ears to go along with it >.<.
#2
Posted October 25 2012 - 08:40 PM
 OldDirtyFox, on October 25 2012 - 04:48 PM, said:
OldDirtyFox, on October 25 2012 - 04:48 PM, said:
What I would like to see is stuff like flamethrowers, proximity mines stuff that changes the way the game is played not as a shooter but adds more tactics that can be used and removes that one mech setup that becomes OP.
The flamethrowers would not be high damage but cause heat build up to the target they hit forceing a pilot to
approach his targets in diffrent ways not just run up and side step and shoot.
The proximity mines have the same effect it slows down the movement of your enemys if they run into them you have a chance to ambush them while ther trying repair the damage or just force them to waste shots on the mine cause no one who find the mine is just gona go around lol.
and counters for each will make mech setup something to think about like adding Radiators to limit the head damage or allow you to fire more mine detectors that will display stuff like mines or HE charges that are in the cone or if its 360 view of the radar.
I specially like the Flamethrower idea. I was thinking something like "sacrificing a secondary weapon to allow more 'indirect damage' kinda looks like a 'support class' of mech, not being able to drop the hammer all the way down but helps a lot breaking havoc on the enemy team's termostats (
 )"
 )"It's a hard gamble, but maybe they can figure a way to balance this into a future build.
 OldDirtyFox, on October 25 2012 - 04:48 PM, said:
OldDirtyFox, on October 25 2012 - 04:48 PM, said:
Napalm bombs that splatter incendiary liquid that burns for a set amount of time - if it gets on a mech the repair drone should be able to extinguish the flames and stop slow burn damage.
BUT, the idea of 'elemental damage' is a great, and hard one. A great one because it adds so much strategy to the game. But that's the hard part too, because (IMHO) it might cause some balancing issues.
Going back to the flamethrower idea, why not adding some "corrosive acid spitter" thingy?
 OldDirtyFox, on October 25 2012 - 04:48 PM, said:
OldDirtyFox, on October 25 2012 - 04:48 PM, said:
Smoke Grenades for when those snipers are hassleing you or to confuse the enemy when you anbush or raid ther location - turrets should not be effected by smoke im assumeing they would have a thermal or signal
to lock onto.
i was thinking of that too, but....jumpacks. jumping around the smokescreen should suffice. But, going on a indirect approach, i was thinking about the environment. For example. Shooting something on the map sets that thing on fire and pops some smoke that you can use...or shooting the classic doom "fuel tank" and making some explosions...
 OldDirtyFox, on October 25 2012 - 04:48 PM, said:
OldDirtyFox, on October 25 2012 - 04:48 PM, said:
Combat Spike a large metal spike that can be used to do massive up close damage.
If you played Chromhounds you know what im talking about lol.
(...)
Oh, big mechs with melee attacks. That would be some humiliation kills!
i don't know if that's an idea that goes with the Hawken's canon, tough.
Overrall, my two cents. Great ideas, Fox!
Oh, yeah: SELF-DESTRUCT. Or something that makes the mech explode (doing damage) after death. That whould be some nice things to have on a hot-headed match

Sorry for my bad-non-native english.
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