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Post by AncientxFreako on Mar 18, 2017 11:05:11 GMT
I've started planning on the next version of the weapons mod. There are some things I'm going to address that have been brought to light by some of you who have played the new campaigns, and some things in multiplayer games as well. I've appreciated all the feedback that has come across this board and I'd love to hear more suggestions/ideas in addition to the poll.
One big question I have is about the look of lasers. It seems MWLL and MWO both basically swapped the colors of large and small lasers. I can see the obvious reason for it. When you think about it, the idea of "white-hot" pretty much explains why a "large" classified laser would be white (well, white and blue mixed), and therefore a less powerful "small" laser would be red. Why are medium lasers still green? I don't know lol. Hence the poll I've added here.
Then again, traditionally the colors in 'Mech3 have been the way they are. Maybe for traditions sake they shouldn't be switched. If they do get switched it presents a small problem as the blue/white laser impact texture is also used for the little electrical discharges in the PPC animation so I'd have to come up with some kind of solution for that because you can't have little red starbursts going with a ppc stream, that would look dumb.
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Post by StoneWall on Mar 18, 2017 12:55:18 GMT
I did some research because I don't know about lore. After reading the thread linked, it seems according to science and MW2, that red being Small and blue being Large makes sense. I would not worry about about PPCs because they are pretty different from lasers. No need, imo, to follow the color rules of lasers. mwomercs.com/forums/topic/57051-laser-colours/
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Post by AncientxFreako on Mar 18, 2017 13:18:29 GMT
Awesome Stoney, that's helpful. And upon further thought I don't think the ppc issue is going to be much of a problem. I can probably alter the blue/white impact texture to work with both the red and the blue laser...hmm, which means I could free up the red texture slot to use as something else
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Post by AncientxFreako on Mar 18, 2017 13:18:52 GMT
btw a vote would still be nice!
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Post by StoneWall on Mar 18, 2017 13:49:52 GMT
I was multitasking and forgot to vote. 
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Post by AncientxFreako on Mar 18, 2017 15:15:24 GMT
Interesting, someone changed their vote. It was tied before.
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Post by herby on Mar 18, 2017 15:59:38 GMT
...that would be me. after I voted, I read through Stoney's post and link and thought about all the arguments for and against and decided to jump the fence. [edit] while you're in there changing stuff...
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Post by AncientxFreako on Mar 18, 2017 16:18:01 GMT
this IS the suggestion box..
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Post by StoneWall on Mar 18, 2017 17:01:22 GMT
Suggestions
1) Is there anyway, or would it be a good idea, to change the properties of flamers? Make them do more actual damage to a Mech and cause less heat build up maybe. 2) Fix the Medium laser heat issue I discovered when we played on Ice Ring last week. 14 ER M in one shot used to make your Mech blow up. 3) *Republican placeholder* Might think of more later
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Post by AncientxFreako on Mar 18, 2017 17:18:27 GMT
Suggestions 1) Is there anyway, or would it be a good idea, to change the properties of flamers? Make them do more actual damage to a Mech and cause less heat build up maybe. 2) Fix the Medium laser heat issue I discovered when we played on Ice Ring last week. 14 ER M in one shot used to make your Mech blow up. 3) *Republican placeholder* Might think of more later #1 I'll give it some thought. It might be a good idea, but too much actual damage might not be appropriate...I mean what does fire actually do to armor anyway?...energy weapons in general probably have to have a focused type of energy in order to cause damage to armor...like lasers or think of a welding torch or mig welder...it's focused heat, but is a flamer anything like that? If you're looking to take out the "OP"-ness of flamers for the sake of those who get ticked off by it....well we might as well replace the weapon or make it a lot weaker with the heat...which I could easily do. As I've said in other posts, I only kept it as a throwback to the old days. #2 Is already on the list for all the lasers actually to be heat re-balanced
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Post by StoneWall on Mar 18, 2017 20:08:29 GMT
I really don't mind where flamers are now. I like fighting against/with them, but I know how irritating it came be if you chose the wrong Mech.
Maybe it was the wrong suggestion to add damage. Maybe lower the heat so 10 flamers on a regular map just spikes your heat to the point that you could shutdown/can't fire back? Then if you get hit 1 or 2 more times, you could blow up.
A personal question: do you like the projectile version of flamers or the flamethrower version other MW titles have?
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Post by herby on Mar 18, 2017 20:32:40 GMT
...suggestion box... OK. For what it's worth. Here goes. The MOD author supposes too much advantage.
Flamers: A single small mech should not be able to destroy a heavy, in one shot, with flamers alone. They're too potent OR reduce the number of flamers that can be added to a mech.
Ice maps: Very unstable and spamable. Disproportionate advantage given to specific stock mechs. Unfair tactics. Requires pre knowledge of maps and stock mechs.
Disproportionate mech armor: A cheat. Mech armor should be uniform and not negotiable. All or nothing. Not fair to give specific stock mechs a armour advantage not shared with other stock mechs. Requires pre knowledge of stock mechs and armor.
Lasers: (All lasers) Give them a bump (OR) reduce the heat they produce. They're disproportionately nerfed because of the way they're implemented. ER lasers: more damage at max range. Less damage at min range.
Armor (inquiry): Is there any way to take the lock off or increase armor (torso, back) so it can be redeligated from other parts of a mech? As is, arms and legs can be but not the torso. I can max the arms and legs but not the torso. Armor lock (inquiry): Can the stock armor lock be upped so mechs can use a bit more armor than what's now available? Increase the armor weight that can be carried without having to fudge (cheat) the stock mechs? IE Slower speed = more armor.
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Post by AncientxFreako on Mar 19, 2017 14:30:16 GMT
I really don't mind where flamers are now. I like fighting against/with them, but I know how irritating it came be if you chose the wrong Mech. Maybe it was the wrong suggestion to add damage. Maybe lower the heat so 10 flamers on a regular map just spikes your heat to the point that you could shutdown/can't fire back? Then if you get hit 1 or 2 more times, you could blow up. A personal question: do you like the projectile version of flamers or the flamethrower version other MW titles have? Actually I like the idea of lowering the heat so that it takes 10 flamers to cause shutdown, and not Nuke, because that equalizes things. If someone wants to use flamers bad enough they should have to sacrifice tonnage to do it. I'm going to give this one some thought, although it might be more or less than 10. I also have to consider other things, like making it even worthwhile to have them if you're going to knock back their power.
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Post by AncientxFreako on Mar 19, 2017 15:11:43 GMT
...suggestion box... OK. For what it's worth. Here goes. The MOD author supposes too much advantage. No, I don't think I do. In fact, everything I've done in this mod was carefully, painstakingly considered first. Balance has always been one of my top priorities, however the mod on the whole has to be considered, not just the weapons, when you talk about balance. There is 'Mechwarrior 3, the game itself, and there is Battletech Lore, and there is the tradition of past multiplayer culture to be considered as well. I have at this mod's heart always tried to balance those 3 things and I always will. If I change something it is in the name of balancing those three things, and sometimes there has to be a happy medium. As I've said before, there are limitations to what I can do. Reducing the numbers of flamers a mech can carry in this game is one of those things that can't be done. I thought of that long ago and wished I could've done it, but then realized that flamers were too much a part of the multiplayer culture of 'Mech3. However, that aspect is one thing that may need to evolve because this is now, and that was then. So, the flamer issue will be addressed as I stated in my response to Stonewall. I'm not a magician. I can't make ice maps go away. There are hundreds of them. We can choose not to use them. However, ice maps represent a very realistic aspect of battletech lore..."ice" or "cold" planets exist. I have some modules planned that change the existing world textures so that an ice map actually looks like an ice map. What do you think op4 mission 4, and 6 are? Requiring knowledge of maps and stock mechs....name one military faction that exists today that doesn't require its soldiers/commanders to have certain working knowledge about the equipment they are ordered to use or the environments they are going to encounter. Tsun Tsu, Art of War: Know your enemy. Preparation is more than half the battle. An unprepared army has already lost the battle...and so on... ---that can't be done, that's ONE reason why I created the higher armored stock mechs, so there would be options. I am quite perplexed by these two sets of questions, because first you're saying the armor being upped is a cheat, then saying you want it done. Here's the situation: What I have done with the armor is a cheat as far as the original rules of MechWarrior 3's game engine go as they are. However, I took the liberty with certain 'Mechs for the same reason I lowered the damage across the board with the weapons: I looked what they did in Vengeance to make matches last longer, and that was that they increased hit boxes, or durability of armor on a per ton basis, and wished I could do the same, but that is something beyond what I can do, so I came up with creative solutions. ORIGINALLY...the assaults in 'Mech3 are UTTERLY NO MATCH for mediums and heavies in the lag environment of multiplayer. You weren't there, so you don't know. If you took a daishi into a stock match back in the day you would not last a minute. Annihilators were even worse...and Supernovas just as bad. If you were one of the really good players you could take a Sunder primary and have good results with the AC20, but that was it. Assaults were a non-factor. Now, with all the things I've done, they are a big factor in a stock match. I took some liberties with the armor because it was done in 'MechWarrior 4, and because it increases the life of a player who wants to take an assault into a multiplayer game. BUT...I also gave the 'mech a weakness to exploit. Don't forget, more armor also means less tonnage to be used for something else. BTW, when making your own 'Mech in 'Mech3, you CAN redistribute torso armor. You apparently haven't figured out how yet. Also, Taking the lock off increasing the armor is beyond what I can do with the game. I can only re-write characteristics in stock mechs, and as far as the armor increases it was purely by chance that the game accepted it. You can max the torsos by taking out back armor. That's the price the game makes you pay. It's part of the game mechanics and can't be changed, not by me anyway. I've addressed this for the next version. Less at min range does not work with lasers. Can't be done. Upped the damage, that's all I could do.
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Post by infinitefire on Mar 19, 2017 16:24:41 GMT
It would be nice to have flamers fire multiple flames like the vanilla ACs, maybe you could split the damage between the number of fireballs and increase the particle sizes or splash?
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