Turret mode has disadvantages!
Every other ability I've come across has no down side to it. Weapons damage increase, never a bad thing. fuel reserves, never a bad thing, damage absorb, never a bad thing, weapons coolant, never a bad thing, camouflage, never a bad thing!
Turret mode is often a bad thing! Severely reduced mobility increases your likely hood to get picked off with greater ease as you can not dodge incoming fire. You are penalised every time you use it when all the other classes are not.
[ADH]Saunders, on November 20 2012 - 08:16 PM, said:
If you still find it useless, what would you do to change it_
I was pretty disappointed to read this in all fairness. The odd situational benefit doesn't equate it to the same level of benefit all the other abilities grant to a player.
Now I have reiterated how important I feel this change is to the game, I would preferably like to see greater diversity in the ability as people have suggested. More variances in what the armoured arms do would help emphasise the character of each mech more. I'd like to see:
Aelieth, on November 23 2012 - 06:18 PM, said:
It might be that other abilities need to have a downside to them too so its more of a choice to employ it in a situation rather than spamming as frequently as possible or at every necessary engagement. Damage increase comes at a small cool down cost after, no fire for a few seconds as if you have overheated but the benefit is you have still made a greater damage output. Stuff like that. I do not like this idea however. I think its the wrong way to go completely. It is much preferable to make something better than to make everything else worse for the sake of balancing the issue at hand.
Adjusting the frontal armour benefits is a great idea. It fits with what you visually see and makes sense. The main issue still remains however. Your drawings are superb bac9 but they capture the stationary aspect perfectly too. Forming a semi-mobile shield wall only helps in one direction and covering those behind wouldn't work in more open spaces, again a situational benefit. It would greatly add to the tactical and strategic side to things so I'd love to see it. I'm still left wanting more unfortunately as until I see a suggestion without a downside, I'll still feel a little hard-done-by. So far the only one that seems to fit that for me is the brawler 'ramming' ability which I don't think fits in a game with no melee attack although that could be the c-classes 'thing'. A series of charging abilities would have a greater potential for benefit over loss. A temporary boost of speed is an ability I don't think has been explored too much.
Thinking about it in a literal sense of what each class' role is intended for, the c-class is the tank. It should be soaking up fire so team mates can do what they need to do better. This often happens without the ability in use at all and so a buff at minimum is required. Suggestions in this respect include better repair rate, better armour increase, greater damage reduction, greater surrounding area of protection. As a tactical tool, directional protection is the key suggestion to improve its tactical use. Ignoring the situational condition of such an ability, all these suggestions are great ways to buff up turret mode. I hope others agree and the dev's can understand we want to make this work too!
Edited by Subdivision, December 05 2012 - 05:50 AM.