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Special Equipment Suggestions Compendium


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#101 The_Silencer

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Posted April 03 2012 - 05:41 AM

Sentient8 said:

Kinda want to add to the emp post.

Complete disabling is annoying, but what about something like magnetic repulsion_ A temporary shield that makes bullets/missiles deflect off of your mech. It would be at the cost of extreme loss of accuracy (your bullets would be affected).

It would be a very short bust shield, 5-10 seconds. But everything would bounce off of you and maybe hit something else.

Magentic Repulsion Shield_

That would be very interesting in order to counter EMP attacks. do not hesitate and post this in the EMP thread! ;)

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#102 pawbs

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Posted April 12 2012 - 11:01 AM

Is it possible for a special equipment to let players toggle tradjectories of missles_ (give the player customized adjustments mid-game to change how missles move)

ie: if you fire a cluster of 5 missles, they can spiral/spread horizontally/spread vertically/boomerang and hit from behind/launch up and hit from above/detonate in air to provide smoke cover/detonate around target to cloud in smoke/


This can add meta-game in the multiplayer; most people going for K-D wont care about it since it probobly wont have that much effect on the gameplay, but its still a fancy thing id like to see in a shooter with missles.

#103 The_Silencer

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Posted April 12 2012 - 11:52 AM

pawbs said:

Is it possible for a special equipment to let players toggle tradjectories of missles_ (give the player customized adjustments mid-game to change how missles move)

ie: if you fire a cluster of 5 missles, they can spiral/spread horizontally/spread vertically/boomerang and hit from behind/launch up and hit from above/detonate in air to provide smoke cover/detonate around target to cloud in smoke/


This can add meta-game in the multiplayer; most people going for K-D wont care about it since it probobly wont have that much effect on the gameplay, but its still a fancy thing id like to see in a shooter with missles.

Interesting suggestion.

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"The difference between theory and practice is smaller in theory than it is in practice"


#104 Mech Mechanic

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Posted April 15 2012 - 06:05 AM

^wait, that post makes a lot of sense.


1. Missiles detonate to the nearest point of the target.
2. Missiles behave like a curl of volley of six in a straight direction or chases the target if the target moves.
3. Missiles bank and take the enemy from behind.  
4. Different cluster of missiles. You choose a pack of three, four, six or eight.
5. Missiles comes in different shape and form. A kind that goes fast for long distances and the pursuit missile who chases the enemy near objects.
6. Missile control. You can guide your missiles or paint your enemy with a beam guiding those missiles.
7. Long Range missile where the player guides it with the camera. This is just one powerful mag. A one hit can damage and cripple your mech making you vulnerable to any attack.

#105 The_Silencer

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Posted April 15 2012 - 03:57 PM

Mech Mechanic said:

^wait, that post makes a lot of sense.


1. Missiles detonate to the nearest point of the target.
2. Missiles behave like a curl of volley of six in a straight direction or chases the target if the target moves.
3. Missiles bank and take the enemy from behind.  
4. Different cluster of missiles. You choose a pack of three, four, six or eight.
5. Missiles comes in different shape and form. A kind that goes fast for long distances and the pursuit missile who chases the enemy near objects.
6. Missile control. You can guide your missiles or paint your enemy with a beam guiding those missiles.
7. Long Range missile where the player guides it with the camera. This is just one powerful mag. A one hit can damage and cripple your mech making you vulnerable to any attack.

Touchez!. Quite interesting list of coherent possibilities, MM.

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"The difference between theory and practice is smaller in theory than it is in practice"


#106 Dispoiler

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Posted April 23 2012 - 11:42 AM

not sure if this has been mentioned

foam/glue gun

Can fire a foam like substance that drys on contact to slow or stop enemy mech temporally and can also be used to make small barriers against an incoming missile maybe...

#107 Symmenix

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Posted April 23 2012 - 01:33 PM

Sorry, but how could that be used logically, with out seeming a little too "corny" or whatever..
In my Shadow, There is a pile of rust. That was you.

#108 Dispoiler

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Posted April 23 2012 - 01:56 PM

Symmenix said:

Sorry, but how could that be used logically, with out seeming a little too "corny" or whatever..
ok barrier idea (dont no what i was thinking) ha.
but gun idea was just tryin to break the mold, everything is emp this and emp that.
6 hours old, and only found out about this yesterday alot to take in looks sick!!!

#109 Symmenix

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Posted April 23 2012 - 02:21 PM

hah, when you say barrier, i think like Tribes Acsend barrier, you know, just to make movement more annoying.

Could be done, but.. maybe.
In my Shadow, There is a pile of rust. That was you.

#110 Macabre

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Posted April 23 2012 - 03:12 PM

It was stated (somewhere) that each mech will have two weapons; one being a spammable weapon that does low damage, and the other being a more powerful weapon that requires a cooldown after use (which probably varies depending on how powerful the weapon is).

My question/suggestion pertains to whether or not there will be an option to remove your spammable weapon, replacing it with another powerful weapon that requires a cooldown_  This setup (2 x slow weapons) would benefit players who prefer guerilla tactics (hit hard and fast, then run away).  There wouldn't be an issue of "balance" as the damage you do would be burst damage (assuming you hit your target), but after the initial burst the player would be vulnerable, as he/she -hopefully- tries to run away.

#111 Symmenix

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Posted April 23 2012 - 04:50 PM

Looks like its already possible.

And there's a third "equipment" slot for extras.
In my Shadow, There is a pile of rust. That was you.

#112 Macabre

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Posted April 24 2012 - 06:27 AM

Symmenix said:

Looks like its already possible.

And there's a third "equipment" slot for extras.

Oh cool; thank you very much.  :)

#113 Mr_Batou

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Posted April 30 2012 - 02:40 PM

Maybe there could be a general efficiency mod. It would reduce fuel consumption on all aspects of the mech. One might say this would be broken.  As to balance it could be to have it take up two equipment slots (I don't know how many there are), or make it a visible attachment that can be destroyed if shot 2 or 3 times

#114 Symmenix

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Posted April 30 2012 - 07:33 PM

I believe there's 2 equipment slots, one for weapons and such, one for the 'etc' catagory.

Those along side your two weapons.
In my Shadow, There is a pile of rust. That was you.

#115 Mr_Batou

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Posted May 01 2012 - 01:46 PM

ATS (advanced targeting system)

Can Improve weapon lock-on times, accuracy, and effective range.
To balance reduces rof

#116 Symmenix

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Posted May 01 2012 - 09:32 PM

OR the balance could be the fact that your using your equipment slot.
In my Shadow, There is a pile of rust. That was you.

#117 Deathraydiedie

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Posted May 02 2012 - 09:51 PM

Headlights

you know, just in case
those could be used as a mean of communication and would add a realistic touch to the game
also if there are plans for different weathers on map they could come in handy

#118 Mr_Batou

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Posted May 03 2012 - 06:33 PM

Symmenix said:

OR the balance could be the fact that your using your equipment slot.

Sorry I thought since it was the equipment suggestions that it was implied that it was an equipment.

#119 Symmenix

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Posted May 03 2012 - 07:34 PM

Well, what I was trying to say was that it doesnt seem like it would need too much balance.

Lol
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#120 Calypso

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Posted June 03 2012 - 11:57 AM

Other suggestion:

Thermo optics for dark areas as an alternative to using headlighs/flood lights. It would be less effective over range but very effective in dark areas and less revealing to the user. Flood lights would have a longer range but they would be more visible obviously since it would be exposed lights rather than an optic option.  Thermo optics would pick up on any heat source even AI vehicles, heat vents ,light sources such as flood lights or the sun. The color scheme would be like an AC-130 with shades of grey with white being heat sources and black and darker shades being the cooler surfaces.

Possible counters: Stealth plating/paint similar to stealth bomber aircraft of today the block radar detection and heat detection. Floodlights could blind a thermo optic user if directly used to blind optics.

Other balances: Have limited range effectiveness, have battery charge /cool down.
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