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Mech primary weapons choice

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#1
MomOw

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I was thinking of how make the game more appealing to new players and still satisfying for old grinchs.

 

It turned out that changing mech primaries could be a good idea in combination with the removal of the level restriction for weapons (and items) :

- The first primary being an average weapon and easy to use.

- The alternate primary changing the way you play the mech.

- The prestige being a unique weapon requiring more skill.

 

Let's give an example with the brawler :

- base : Point-D vulcan (waaaaay easier to use)

- alternate : SA-Hawkins (even if I'd like a change, AM-SAR which is played like jab punching could be nice)

- Prestige : Flak (unique) (or unique flak weapon that could be balanced specifically)

 

 


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#2
Bad_BennyAK

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Problem is, the choice of primary varies, and  SHOULD varry from mech to mech. Some, like the Assult, give you more precise choice of sustained machine gun damage.   Others, like the Raider, (to me) are still a fuzzy bunny to use, making you chose SOME form of up close flak, some in your face weapon.   But, one of my favorite Go-to mechs, the Brawler,  I HATED with the initial flak gun.  But, when I unlocked the 2nd Weapon, well, sheesh!  It's almost as powerful as a fully automatic sniper cannon without the aim.  I use it as an artillerey gun, and pound zones...  the main detriment to that is rapid heat buildup.  One of the aspects of the game i like about the way it is currently balanced,  is for the gamer to learn the subtleties of each mech.  Some are designed to be multi-purpose,  i.e. Recruit, Brawler,  Infiltrator,   while others have to me more specialist, forcing you to learn the playing style. I will admit,  it could be good for the new gamer to have access to the full primary range, but, (As I debate with a friend who plays Destiny on PS4 a lot),  the difference is,  do you focus on one universal mech style, and keep tweaking and tailoring it to perfection?  Or do you adapt your skills to the particulars and nuiances of each mech?  I belive it is the latter that keeps the game fresh, making you wonder.... (I wonder if I could get the hang of THAT play style!)  For me, becoming competent on the Raider is quite the challenge.  

 

As one of the goals is to develop your garage, perhaps it is better to emphasize Test Drives,  perhaps "rental mechs",  where the new player doesn't need to commit such credits to try a mech, but perhaps is limited in is XP,  or perhaps has to pay a small rental fee for each fight,  maybe 100 -150 credits per fight.  Then as he becomse comfortable with each style,  he can make the decision to purchase it, set it up, add skins, etc.


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#3
MomOw

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Problem is, the choice of primary varies, and  SHOULD varry from mech to mech.

 

Some, like the Assult, give you more precise choice of sustained machine gun damage.   Others, like the Raider, (to me) are still a fuzzy bunny to use, making you chose SOME form of up close flak, some in your face weapon.  

 

But, one of my favorite Go-to mechs, the Brawler,  I HATED with the initial flak gun.  But, when I unlocked the 2nd Weapon, well, sheesh!  It's almost as powerful as a fully automatic sniper cannon without the aim.  I use it as an artillerey gun, and pound zones...  the main detriment to that is rapid heat buildup.

 

One of the aspects of the game i like about the way it is currently balanced,  is for the gamer to learn the subtleties of each mech.  Some are designed to be multi-purpose,  i.e. Recruit, Brawler,  Infiltrator,   while others have to me more specialist, forcing you to learn the playing style.

I will admit,  it could be good for the new gamer to have access to the full primary range, but, (As I debate with a friend who plays Destiny on PS4 a lot),  the difference is,  do you focus on one universal mech style, and keep tweaking and tailoring it to perfection?  Or do you adapt your skills to the particulars and nuiances of each mech?  I belive it is the latter that keeps the game fresh, making you wonder.... (I wonder if I could get the hang of THAT play style!)  For me, becoming competent on the Raider is quite the challenge.  

 

As one of the goals is to develop your garage, perhaps it is better to emphasize Test Drives,  perhaps "rental mechs",  where the new player doesn't need to commit such credits to try a mech, but perhaps is limited in is XP,  or perhaps has to pay a small rental fee for each fight,  maybe 100 -150 credits per fight.  Then as he becomse comfortable with each style,  he can make the decision to purchase it, set it up, add skins, etc.

 

thx for answering and I'm OK with most of what you said, but I still don't get the link with what I suggested.

 

So I'll try to be more clear !

 

- remove level requirement for alternate and prestige weapons, but keep the HC/MC cost of those weapons

I think that the  grind to reach HC cost is enough, and when you buy your second mech of the same type "levelling" your mech is a bit tedious.

- switch some primary weapons so that the base primary is the easier / more straight forward weapon to use and being common with other mechs.

- Make the prestige the weapon that require the most skills and make it has its specific entry so that it's possible to balance it according to the Mech.

 

I don't imply removing the weapon from other mech but make separate entries (such as P4p4 and B4BY or point-D vulcan and vulcan-XT).

 

The main switchs I'd make :

- reaper starts with RPR

- brawler starts with point-D vulcan

- bruiser starts with AR

- raider starts with T32-bolt

- predator starts with T32-bolt

- sharpshooter starts with slug rifle

- grenadier starts with heat canon

- techie starts with RPR

 

The purpose of the change is to avoid some disappointment when buying your first mech and/or spending too much time in a frustrating mech to unlock the appropriate primary.

In addition this should also lead to easier balancing due to unique prestige and less tedious grinding due to weapons unlocked (even thought the HC is still required).


Edited by MomOw, 27 March 2015 - 05:08 AM.

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#4
teeth_03

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You also have to take maps into account in this. The Brawler for example, some maps work better for the Flak, other ones the Hawkins. Last night for example, I would use the Flak on maps like Prosk, Bunker or Wreckage, but use Hawkins on maps like Bazaar, Front Line and Facility.

There is no "best" of anything I would recommend to new players. I would change the system, not the specifics. Make the guns more available with less grind and it will be less if an issue

#5
LRod

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I would prefer it if the primary weapon was treated more like a global asset.  That way, once you unlocked/purchased the weapon; it would be available for any of the mechs in your garage.  It's always been a bummer to grind away at unlocking a weapon for one mech only to have to go through the process all over when you get into the cockpit of a new mech.


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#6
Coboxite

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I would prefer it if the primary weapon was treated more like a global asset.  That way, once you unlocked/purchased the weapon; it would be available for any of the mechs in your garage.  It's always been a bummer to grind away at unlocking a weapon for one mech only to have to go through the process all over when you get into the cockpit of a new mech.

This was tested way back in alpha. What I've heard, it sucked.



#7
WastingTime

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The global asset concept reminds me of the system from 'Phantom Crash'.
A good game in its on right but would be a complete overhaul on the current meta here.  Not sure if that would be good or bad. 
Interesting to carry the concept further for internals & items


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