RE: battle module update
Posted: Tue May 12, 2009 4:14 am
To be honest I don't understand what the excel sheet is doing but feel free to post it in a new thread.
What's your Strategy?
https://forums.matrixgames.com:443/
The CC/HtH penalty to ranged weapons in the arms/legs, it can still be avoided if you first fire the ranged weapons and then make the attacks.
The new BMTs are a but weird. The fastest assault is (almost) as fast as the slowest heavy, etc... There's hardly any difference anymore. Just an observation though.
Actually, zero kills makes the jock's upkeep lower, so he's actually being benefitted.
There was something I couldn't figure in the B screen in a game. I had a titan with 2 SRM4s (in the arms). The screen only showed these two weapons. I'm guessing it's because I was prone. The mods shown were -10 in PUNCH/KICK and in PRONE. I don't understand the PUNCH/KICK mod in SRMs?
ORIGINAL: LarkinVB
I guess arms were not recycled.
ORIGINAL: Thorgrim
Even when the crosshairs is red, you can still choose to link to that titan. It'll try to link again, wasting time.
Shooting at a hex with a burning woods (and no titans in it), a GMH rack was deflected. That's a bit weird
In the 'F1' screen:
Missing '.' show status
Missing ',' show map
28. No more called hits with machine guns.
They're going to get (back) a bit on the useless side IMO. They don't give any experience at all (occasionally they give 1 or 2 CXPs at point blank range, maybe 1 out of 3). Designs like the Piranha that relied on that ability are made useless.
Maybe reduce their range to point blank, with no double damage (and heat) ability, and keep the ability to call shots?
25. Added display of weapon hit success value for damage popup window.
Not sure I can see this. You mean the normal damage popup window?
Before there was a 2 secs difference between weight class, now it is just 1. So the difference hardly changed.
Yeah, I know. But if it hardly changed, then why? :p
Radical surgery option to bring back dead jocks as a cyborg with some loss of exp. (expensive and not always successful)
Cloning of dead jocks. Expensive, restarts jock as a rookie with high chances for bonuses in the fields the original was an expert in.(not available for androids, replicants at reduced cost with a chance of a bonus rank)
Data recovery of dead androids/cyborgs. Expensive, restarts jock with 1/2 rank of the original.
Choose a B.M.T. for each weight class of Titan. This would be the "base B.M.T." of that weight class. A Titan's B.M.T. should be determined by the following formula:8. Reduced BMT for various chassis, only 2 BMT values for each class.
ORIGINAL: LarkinVB
??? You get -10% for firing with weapons in arms/legs which aren't fully recycled for any reasons and this modifier is displayed as ARMs/LEGS with 'B'. This is completely unrelated to prone modifiers.
MG designs are still devastating at point blank and MG will give much more XPs than stated. Don't know where you did get your numbers, mine are different. I removed called hits because they made MGs clearly overpowered.
Something like HIT [40/83] with message detail at MAX.
ORIGINAL: gazra
If crouched Titans receive a +5 bonus to hit with their ranged attacks (as is currently the case), then prone Titans should logically receive a +10 bonus to hit with their arm-mounted and head-mounted ranged weapons (instead of the -10 penalty that they currently receive). In reality, snipers shoot whilst lying prone because this provides the most stable weapons platform and maximizes their chance to hit their target.
Titans should be able to deliberately lay down on the ground in a prone position so that they can receive a +10 bonus to hit with their arm-mounted and head-mounted weapons. This would make the game more interesting for players who prefer using Close Cambat weapons because more enemy Titans would deliberately lay prone on the ground, so they would be juicy targets for Close Combat specialists.
I don't get it. Surely, if all Titans in each weight class have the same weight (and their speed is unaffected by what engine is in the Titan, as is currently the case), then each Titan in the same weight class is going to have EXACTLY the same speed (because (in reality) the handling modifier of the chassis would only affect turning speed and dodging speed, not straight-line walking/running speed)!
Recon Titans would range in mass between 40 and 60 tons,
I also wish that players could choose what grade of actuators to put in the Titan, so that the Titan's top speed would be dependent on its mass to (engine PUs) ratio and modified by its grade of actuators.
The current descriptions in the F3 window (of either "CALL" or "DONE" in the "ATTACK" and "MOVE" columns) do not convey anywhere near enough information to describe what each Titan is currently doing.
Whenever one of your Titans is ready for you to give an order, if your Titan is overheating (i.e. its temperature is over 50 degrees C), then the game should play an audio file in which a woman says "Heat blue!" (if the temperature is between 50 and 75 degrees C) or "Heat yellow!" (if the temperature is between 75 and 100 degrees C) so that you automatically know that the Titan is going to have a penalty to hit if you attack, and so that you are adequately warned before you decide to fire your Tesla Bolt which raises your heat to over 100 degrees C!
Androids should be immune to being "dizzy" or "stunned" because they don't have brains.
E.C.M. should have no effect on G.M.H. (to hit) because (in reality) infrared missiles (or heat-seeking missiles) are unaffected by the electromagnetic radiation emitted by E.C.M. devices. In reality, heat-seeking missiles are only affected by flares.
Energy weapons should be unable to cause instability to Titans that are hit by them because (in reality) energy beams (such as lasers and ionic beams) are massless, therefore they possess no kinetic energy (i.e. (0.5) X mass X velocity X velocity) to be able to apply a force to displace another object.
There is no such thing as a "black ray". The Black Ray Gun should be renamed the Dark Energy Gun and its +65% instability modifier and increased Jock damage upon head hits should be kept, but its improved chance of burning woods hexes should be removed (because there is no current scientific evidence that suggests that dark energy has a better chance of igniting combustible matter than light does).
ORIGINAL: Thorgrim
Henrik, maybe you could attach the tmerged database in the thread you're using for the updates? Just a thought.