Thermal Optics - Acting much like predator vision (without the seeing through walls bit) activating this item gives you thermal vision that reveals cloaked enemies and mechs and items that are concealed by foliage, holograms and smoke screens.
1 slot
duration - until damage is sustained
cooldown - 20 seconds
Smoke Grenade - Has the same launching dynamics of the h.e. grenade. Creates a smoke screen that default vision cannot see through. Predator vision and thermal optics can however see through the smoke. If an enemy is spotted "Q" the the red highlight of their mech is revealed even while in smoke (puts more emphasis on using the spotting mechanic). Mechs with thermal vision or predator vision can spot enemies in smoke. When inside the smoke enemies become visible at very close ranges (maybe 5m__).
Smoke Grenade - mk1
Ideal for tight corridors and a-classes that like to ninja smoke bomb.
-radius: 25m
Smoke Grenade - mk2
Good for masking team movements in narrow chokes.
-radius: 45m
Smoke Grenade - mk3
Set up a giant frontal assault or devastating flank, maybe rain smoke on the battlefield then switch to your thermal vision and take out the blinded enemies that now have a shortened vision range.
-radius: 90m
Note - if possible, make it possible for enemies that are spotted and highlighted in the smoke to be locked by hellfires. Otherwise enemies that are concealed in the smoke should not be lockable by hellfires.
Note 2 - Portable Scanners should have a 30% chance to detect enemies in a smoke screen.
Heat Grenade - Has the same launching dynamics of the h.e. grenade. When this grenade explodes it applies heat to enemy mechs which slowly degenerates. Mechs that are affected by the heat grenade show a sort of hot steam release animation coming off the mech until the total amount of heat generated by the grenade is dissipated. If a mech overheats as a result from the blast of a heat grenade, the steam effect coming off the mech is noticeably more intense than normal and lasts until weapon restart is complete.
Heat Grenade - mk1
radius: 10m
heat generated: 20% of heat capacity
Heat Grenade - mk2
radius: 12m
heat generated: 30% of heat capacity
Heat Grenade - mk3
radius: 15m
heat generated: 45% of heat capacity
note: the heat generated doesn't necessarily have to be based on a percentage of total heat capacity. The idea behind the percentage of total heat capacity is that it would affect all the mechs by a proportional amount. Another option could be base point values to the heat generated, essentially making the grenade less effective vs C-class and more effective vs A-class.
note 2: After some awesome feedback below (Thanks ThirdEye), we can add a possibly much more palatable potential implementation of heat greandes:
[font=play, helvetica, arial, sans-serif]What if the heat grenade instead of putting, a static or proportional amount, heat on the mech the grenade added a debuff to the mechs caught in the radius.[/font]
[font=play, helvetica, arial, sans-serif]Something like:[/font]
[font=play, helvetica, arial, sans-serif]Mk1: 3% increase heat generation from weapons[/font]
[font=play, helvetica, arial, sans-serif]Mk2: 5% increase[/font]
[font=play, helvetica, arial, sans-serif]mk3: 8% increase[/font]
These of course are just what I think these items should look like, and the stats I feel would be a good point to start at when discussing balance. I am not saying the given values are what would work best. Please comment with any thoughts on these items, any stat changes you would implement with a reason why, any cool strategies or scenarios you could see these items in, any reason why these items would be broken and or imbalanced.
Thanks for reading!
edit1: edited tags
edit2: clarifying somethings about the heat grenade
Edited by CounterlogicMan, November 11 2013 - 12:53 PM.