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Are the current Failsafe values inefficients_


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15 replies to this topic

Poll: New values_ (17 member(s) have cast votes)

New values_

  1. Bring back 60 % and 40 %! (5 votes [29.41%])

    Percentage of vote: 29.41%

  2. Let it like this! (2 votes [11.76%])

    Percentage of vote: 11.76%

  3. Something between! (3 votes [17.65%])

    Percentage of vote: 17.65%

  4. Other. (7 votes [41.18%])

    Percentage of vote: 41.18%

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#1 Vdragon

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Posted April 07 2014 - 06:08 PM

Right now, they are 40 % and 20 %, i think those are too weak values and make the fail-safe not worth the space it takes, i would like to know your opinion.

Edited by Vdragon, April 07 2014 - 06:13 PM.


#2 LarryLaffer

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Posted April 07 2014 - 07:53 PM

I waver between the second and the third variant, so I voted for other. For me failsafe is OK in it's current state. I still use it on my Grenadier, Scout, Infiltrator and Raider. While it doesn't allow you to use retarded facehugging like it was with 90% reduction; you still can shoot 1-2 TOW/GL/MIRV shots at point blank if you really need it, and it doesn't cost you too much HP. So maybe (!) it deserves a slight buff, but no more than 50% and 25%.
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#3 Anichkov3

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Posted April 07 2014 - 08:12 PM

In my all right, you're right though changes are required. Namely, it is necessary to to reduce the 30% and 15%.

#4 Analysis

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Posted April 07 2014 - 08:28 PM

I feel any item/internal/game mechanic that allows a user to minimize poor play should be removed. The game should be about out playing your opponent not oh I can do self inflicted damage without any penalty.

#5 LarryLaffer

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Posted April 07 2014 - 09:04 PM

View PostAnalysis, on April 07 2014 - 08:28 PM, said:

I feel any item/internal/game mechanic that allows a user to minimize poor play should be removed. The game should be about out playing your opponent not oh I can do self inflicted damage without any penalty.
I agree with you about this statement. But only way to do it is to completely rework current system of internals. Maybe even to rework 6-slot concept.
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#6 Anichkov3

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Posted April 07 2014 - 09:21 PM

The concept of 6 slots is generally wrong. You must enter the differences in the amount of slots depending on the class of the bellows. A-Class 5 slots, B-class 6 slots, C-Class 7 slots.

#7 LoC_TR

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Posted April 07 2014 - 09:25 PM

They are fine as far as internals go.

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#8 LarryLaffer

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Posted April 07 2014 - 09:28 PM

View PostAnichkov3, on April 07 2014 - 09:21 PM, said:

The concept of 6 slots is generally wrong. You must enter the differences in the amount of slots depending on the class of the bellows. A-Class 5 slots, B-class 6 slots, C-Class 7 slots.
Or we can return to pre-ascension concept with specialized slots, such as slots for offensive internals, defensive internals, internals for mobility and so on.

Edited by LarryLaffer, April 08 2014 - 06:25 AM.

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#9 Xacius

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Posted April 07 2014 - 10:45 PM

I thought the Basic Failsafe / Failsafe values were 30% / 60%.  Did something change_
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#10 LarryLaffer

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Posted April 07 2014 - 10:59 PM

View PostXacius, on April 07 2014 - 10:45 PM, said:

I thought the Basic Failsafe / Failsafe values were 30% / 60%.  Did something change_
It did, at least in these internals' descriptions in game. I haven't checked the reliability of this data myself though.

Edited by LarryLaffer, April 07 2014 - 11:31 PM.

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#11 FakeName

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Posted April 07 2014 - 11:27 PM

remove failsafe, because unrealism.

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#12 Houruck

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Posted April 08 2014 - 12:15 AM

Never liked this internal, and I think they should not buff it again.

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#13 WarlordZ

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Posted April 08 2014 - 01:22 AM

View PostAnichkov3, on April 07 2014 - 09:21 PM, said:

The concept of 6 slots is generally wrong. You must enter the differences in the amount of slots depending on the class of the bellows. A-Class 5 slots, B-class 6 slots, C-Class 7 slots.
This would make heavy mechs more expensive to fully equip.  There are better ways to balance the game.

View PostLarryLaffer, on April 07 2014 - 09:28 PM, said:

Or we can return to pre-ascension consept with specialized slots, such as slots for offencive internals, defensive internals, internals for mobility and so on.
This, I like.  It would allow the developers to focus on making internals of a single power level without worrying about making everything competitive with everything else.  We could have good movement internals without the entire internal meta being about movement.

Edited by WarlordZ, April 08 2014 - 01:22 AM.


#14 LarryLaffer

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Posted April 08 2014 - 07:12 AM

View PostLarryLaffer, on April 07 2014 - 10:59 PM, said:

View PostXacius, on April 07 2014 - 10:45 PM, said:

I thought the Basic Failsafe / Failsafe values were 30% / 60%.  Did something change_
It did, at least in these internals' descriptions in game. I haven't checked the reliability of this data myself though.
So, I've checked the Basic Failsafe / Failsafe values, and they are really -20% / -40% now

Edited by LarryLaffer, April 08 2014 - 07:13 AM.

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#15 Duralumi

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Posted April 08 2014 - 09:25 AM

I think they need to go back up a tad.

On some mechs (like Heat Scout) they're pretty much required if you don't wanna end up gibbing yourself when your shots clip on a map's poor geometry, or if you're forced into close quarters combat.

15 and 30% are insignificant and would make the Internals worthless.
60% and 40% are great.
50% and 25% would be a good compromise.

Edited by Duralumi, April 08 2014 - 10:06 AM.

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#16 MomOw

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Posted April 08 2014 - 10:38 AM

Change failsafe so that your unable to shoot at close range. That's how it should be for some "realism" ^_^
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