Balancing mechs can be hard, but sometimes to make a mech better he just need a specific item/internal, reconstructor predator, repair orb brawler, for examples. With A-Class being the "top" picked and speed still being something that concern new players, how about putting something that will not affect the mech, but instead will allow to counter speed charges by protecting yourself? The items that i have in mind are unbalanced in my conception, but it's just a quick ideia. We must consider, not only one mech but all mechs and how it will be not only with the mechs that we have in mind when we design these items but also with other mechs, and if that specific item that come in our minds can be OP.
1: MAGNETIC MINE: So in basic, it's a mine that reacts to enemy mech steping/going close to it, and it can also be puted on walls to counter some air maneuver, so when it activates the enemy mech that is closest to it will be pulled and will not be able to move for 3 seconds or when he receive damage, so C or B classes that can scape to narrow passages like those in origin, front line or uptown, may be not followed by experienced players that know how the mine works, or they can go but expecting the mine as a counter to affect the gameplay somehow, the 3 seconds is for escape, the damage deactivation is to not be op, but in some cases like for example raider g2, or any other spamable burst mechs, or even in a TF (where A-Classes can be smashed in some seconds) it can be a too hard to A-Class players, so i don't realy know what to do with this idea, it's just an idea for some CC in the game that can allow save casual players to join hawken without much fear about being smashed by A-Classes, so in my opinion, it should be a LV2 pilot item.
2: SHIELD CAGE/TRAP: Like the mine, but will only be activated by steping, it will stop the mech and after half a second will raise a shield around it (like blokade) that cannot be passed, the half a second is for the item calculate how big will be the cage, different for A,B,C-Classes, and will be only deployable in the ground, not in the walls, being a shield will only restrict movement as a trap, and teammates can help you get out bursting out the shield, this one i must admit, it's silly, but there is something about it that i like.
3:ARMOR FUSOR MINE: It's a mine that will explode doing 80/90 damage and converting that damage to a orb that will pop out in the air and fall in the ground a little far than the mine is.
4:HELLFIRE TURRET: I fear this one.
5:MAGNETIC-COUNTER-MEASURE ORB(MCMO): A orb that pops out and atract bullets/missiles, everything that comes close to it, it has a life of 150 and can be easily destroied (too many of these on the ground would be a problem tho) it could also have an effect similar to armor fusor mine.
6:AUTO GUARDS: Flying things, similar to H.E. Charger, but that carry, while flying, turrets, they will protect the spot where they are released and will react to enemy mechs that are too close by it.
7:CRT WILL NEVER DIE:Passive item, when you die you return fromn your scraps as a CRT-recruit with 100 armor (this one is for the lols just imagine)
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