New C-Type Ability Mechanics..
#1
Posted October 31 2013 - 11:22 AM
Brawler: Rear Shields. The shields lower behind the mech, 35% Damage Reduction to rear attacks. Boost speed reduced by say, 50%, while deployed.
Rocketeer: Forward Shields. The shields lower in front of the mech. 40% Damage Reduction to frontal attacks. Max dodge speed (both on the ground and in the air) reduced by 50% while deployed.
Grenadier: Forward Shields. The shields lower in front of the mech. 35% Damage Reduction to frontal attacks. 50% reduced air height cap, flight speed and air acceleration while deployed.
Vanguard: Side Shields. The shields lower to the sides (like the "hulk smash" double tea bag taunt) of the mech. 35% Damage Reduction to side attacks. 50% slower walking speeds while deployed.
They keep their current bonuses while in Shield Mode. They all get the turn rate nerf, weight is moved from the top (center of mass) to the outer edges of center. More mass to move, slower turning. The penalties listed are up for debate, but this is a good start I think towards fixing their abilities.
Also keeping in mind that no a-types or b-types have penalties with their abilities. None that come to mind, besides the new cloaks not being able to boost. This is a trade-off though. Since their abilities are on timers while c-types, and cloaks, are not (not exactly..).
Another optional idea would be to add a straight buff of say, 150hp added to total HP while shields are deployed. Since they are actually you know, extra armor... That idea has some "complications" though. Like the devs having to recode some things probably. So if a mech is down to 500hp out of 900hp, he drops the shields and he gets 650hp out of 1050hp. Then you gotta account for internals that work off of those HP figures, too. So, I dunno.
#2
Posted October 31 2013 - 11:36 AM
Although atm, C classes are just too UP to be viable. Even with this new turret mechanic, I think I'll stick with my Infil.
#3
Posted October 31 2013 - 11:43 AM
Mr_UnKNoWn, on October 31 2013 - 11:36 AM, said:
Although atm, C classes are just too UP to be viable. Even with this new turret mechanic, I think I'll stick with my Infil.
They aren't unviable, they are just a little behind the other mechs when you take the Tech out of the equasion. My Brawler, which I don't even play that much, still can kick quite a bit of ass against decent players in a balanced match.
Get your hard on.
#4
Posted October 31 2013 - 12:02 PM
Quote
i have some idea too:
1) press F - gives us the forward shields (like the ability work now)
2) hold F for 2-3 seconds - down shields as a "tea bag" and gain +% armor. slower walking speeds (-4 m/s) and you dodge c/d increase (+0.4 sec. And increase airdodge too), also alternative ability blocked you "spin" (shift+S combination)
I mean, to make alternative for all mechs (with a few changes in block % and a speed reduction)
Edited by nepacaka, October 31 2013 - 12:03 PM.
New mech: Suppressor - https://community.pl...ch-abilities-ъ/
New mech: Bouncer - https://community.pl...-look-here-pls/
New mech: Conqueror - https://community.pl...gs/#entry411800
New mech: Toad - https://community.pl...-some-pics-fun/
#5
Posted October 31 2013 - 12:03 PM
Press 1 to set the placement of your shields in front of you.
Press 2 to set the placement of your shields to the side of you.
Press 3 to set the placement of your shields behind you.
Defense buff is given to where ever the shields are placed.
And remove the "increase of damage in certain areas" condition.
Simple with no need for crazy conditions
Edited by ShadowWarg, October 31 2013 - 12:06 PM.
#6
Posted October 31 2013 - 12:22 PM
Quote
New mech: Suppressor - https://community.pl...ch-abilities-ъ/
New mech: Bouncer - https://community.pl...-look-here-pls/
New mech: Conqueror - https://community.pl...gs/#entry411800
New mech: Toad - https://community.pl...-some-pics-fun/
#7
Posted November 01 2013 - 08:11 AM
For example, people feel the scout's too OP, well goodbye fuel regeneration, hello turret-scout w/ decreased turn rate and inability to dodge.
Maybe a little serious...
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#8
Posted November 01 2013 - 08:26 AM
the Cs look silly in turret stance anyway, the way they just slide around is at serious odds with the rest of the impeccable mech movement animations in the game
if turret stance has been pants for this long then I expect the chances of a change of this nature are nill
(sadly)
"To the untrained eye this chart may indeed appear to demonstrate a steep and sustained downward trend; however, what you're actually seeing is the line being dragged down because of the strengthening gravitational pull of a player base that is actually increasing in density. Rest assured, this is all going completely according to plan."
#9
Posted November 01 2013 - 09:28 AM
#10
Posted November 01 2013 - 02:16 PM
#11
Posted November 02 2013 - 01:20 AM
#12
Posted November 02 2013 - 01:49 AM
I.E.: Rocketeer's bunkering makes explosives do more damage, Brawler reduces heat generation, et cetera.
Naturally, bunker shields would be destructible, but would take ditch effort from the other team to tear them down. It would promote more tactical gameplay, more vital use of choke points and an all around new use for the Type-Cs besides bunky punching bags with a lot of fire power.
The biggest pro is allies get reduced hit boxes due to obstruction, the con is it could easily be abused to make shelter tactics overly viable.
#13
Posted November 09 2013 - 03:29 PM
#14
Posted November 09 2013 - 03:47 PM
"If at first you do not succeed... reload"
#15
Posted November 09 2013 - 06:29 PM
I'm (still) hoping that one day, on level 4 or 5, we'll unlock a prestige ability for our mechs. Maybe without level upgrades, but still, something a little different, like a Berserk with half the damage bonus, but reduced scatter for airfights.
Then the turret ability would have to be balanced directly against something useful.
It won't happen, though.
Generally, the turrets all have a point, it's just a very tiny point in a sea of disadvantages.
The only way I'd regularly use a turret mode would be if a new heavy had one with "can hover while deployed" and upgrades to reduce fall speed and raise boost.
Turrets are just sad. I only use them on the Grenadier, because I don't actually need to be in the fight for it to be useful.
If an enemy fires on me, intent to take my life, I can fight back, or I can turn and flee.
But if a "friendly" tech comes by, intent to take my dignity, I can do nothing.
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