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Making Mechs interesting

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Date Editor Before After
3/31/2012 2:53:50 PMAUrankAdminSaktoth before revert after revert
Before After
1 Mechs need to be interesting. They are boring. They 1 Mechs need to be interesting. They are boring. They. . .
2 \n 2 \n
3 #1 Need roles. This doesn't have to be riot/raider/assault, they just need things/units they are good at, and things units/they are bad at. 3 #1 Need roles. This doesn't have to be riot/raider/assault, they just need things/units they are good at, and things units/they are bad at.
4 \n 4 \n
5 #2 Need activable special abilities. 5 #2 Need activable special abilities.
6 \n 6 \n
7 Lets go through the units 1 by 1. 7 Lets go through the units 1 by 1.
8 \n 8 \n
9 Ultimatum: 9 Ultimatum:
10 OK? 10 OK?
11 \n 11 \n
12 Scorpion: 12 Scorpion:
13 Sort of works but I don't like the cloak. It should be about dealing lots of forward damage but capable of being out-manouvered (pop goes the weasel style). The tail stun should be to allow it to re-position its forward guns (It's non-activable DPS is probably too high?). Seriously needs as small a turn in place angle as possible, because its accel is fine and you need to be able to explicitly set it's heading. 13 Sort of works but I don't like the cloak. It should be about dealing lots of forward damage but capable of being out-manouvered (pop goes the weasel style). The tail stun should be to allow it to re-position its forward guns (It's non-activable DPS is probably too high?). Seriously needs as small a turn in place angle as possible, because its accel is fine and you need to be able to explicitly set it's heading.
14 \n 14 \n
15 Dante: 15 Dante:
16 The missile salvo doesn't really feel like a 'decision' here because it basically has the same DPS, and even if it has a higher alpha-strike it is kinda buggy and misses a lot. Gear it towards riot. Make its activable just spew missiles in every direction (mostly for visual effect) that explode into a Firewalker style napalm ball focused on the Dante. Can be used to cover its retreat (for repairs etc) or as a point-blank Krow-style nuke attack. 16 The missile salvo doesn't really feel like a 'decision' here because it basically has the same DPS, and even if it has a higher alpha-strike it is kinda buggy and misses a lot. Gear it towards riot. Make its activable just spew missiles in every direction (mostly for visual effect) that explode into a Firewalker style napalm ball focused on the Dante. Can be used to cover its retreat (for repairs etc) or as a point-blank Krow-style nuke attack.
17 \n 17 \n
18 Catapault: 18 Catapault:
19 Give it sustained fire over time by default. Give it a Salvo mode that shoots a lot of rockets that spread over a larger area but have a higher total DPS than the salvo. Cons: The activable weapon cannot be used to snipe things, which is mostly how you use activables. 19 Give it sustained fire over time by default. Give it a Salvo mode that shoots a lot of rockets that spread over a larger area but have a higher total DPS than the salvo. Cons: The activable weapon cannot be used to snipe things, which is mostly how you use activables.
20 \n 20 \n
21 Bantha: 21 Bantha:
22 Gear it towards anti-heavy (IE, can be swarmed slightly easier). Make the rockets activable salvo only, EMP. Fires 6 catapault-like EMP rockets (new model has 6). For EMP'ing single static or stationary targets, tight groups, raping shields. Lower the DPS and rate of fire on the hand weapons, so it is worse vs raiders. 22 Gear it towards anti-heavy (IE, can be swarmed slightly easier). Make the rockets activable salvo only, EMP. Fires 6 catapault-like EMP rockets (new model has 6). For EMP'ing single static or stationary targets, tight groups, raping shields. Lower the DPS and rate of fire on the hand weapons, so it is worse vs raiders.
23 \n 23 \n
24 Jugglenaut: 24 Jugglenaut:
25 Anti-unit. Give it heatrays? Give it an activable that picks up everything around it (including buildings) and flings them at the targeted area. Can be used to launch your units, ofc (probably mostly jumpers). 25 Anti-unit. Give it heatrays? Give it an activable that picks up everything around it (including buildings) and flings them at the targeted area. Can be used to launch your units, ofc (probably mostly jumpers).
26 \n 26 \n
27 Detriment: 27 Detriment:
28 I like the Gauss. Not a big fan of the ear-lasers or the rockets. Can probably afford to just be a beast, but can we make it cooler. 28 I like the Gauss. Not a big fan of the ear-lasers or the rockets. Can probably afford to just be a beast, but can we make it cooler.
29 \n 29 \n
30 Argue with my premise, argue with my proposals, or propose your own batshit solutions here. Even if there are cool activable abilities that don't fit any current unit, mechs should be the most interesting and weird stuff in the game IMO. 30 Argue with my premise, argue with my proposals, or propose your own batshit solutions here. Even if there are cool activable abilities that don't fit any current unit, mechs should be the most interesting and weird stuff in the game IMO.