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| T O P I C R E V I E W |
| Aged |
Posted - Aug 09 2003 : 08:33:07 MW4online Q&A
a weapons demo ... (if you dare) |
| 11 L A T E S T R E P L I E S (Newest First) |
| CanadianBiB |
Posted - Aug 10 2003 : 12:21:17 I tried it too.. i r in agreement with Bard as well, ESPECIALLY about the rockets. I wasn't laughing like an idiot, I was cackling.
I thought the ATM system was IS though? *confused* |
| Petrified-OMO |
Posted - Aug 09 2003 : 18:28:42 Festus, keep that up and we may keep you  |
| Festus-OMO |
Posted - Aug 09 2003 : 13:10:23 I put my 2 bits in at the mektek thread.
HEY! I think we can run a demo-based server from what I was reading.
Just a thought, but if Arcane was to put one of those up and a bunch of us went in there and tested stuff, and then our Beloved Aged reported back to MEKTEK with our findings, they might just ...REWARD us.
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| Sir Bard |
Posted - Aug 09 2003 : 12:36:24 Well, I took the plunge and installed the demo in a copy directory. It's a whole new game! For free! To me, it seems to make the battlefield smaller or, more precisely, the area of operations for a given mech larger. Snipers will have to adjust to a more dangerous world. For those of us who like to run brawler mechs, we'll have more choices and (important) will face fewer mechs with reactive armor, I think. The new laser and missle weapons will tear right through reactive armor. FF will rule again!
I agree with Festus in that they've done a good job at balancing the changes. |
| Festus-OMO |
Posted - Aug 09 2003 : 11:29:55 Just read the above and I have to agree with Bard (Soon to be called SOMETHING-OMO)
After a bit of testing, I like the longe range ballistics. They should be handy in rokcing and attacking jump snipers.
ATMs: great missle. Didn't really read what the signif. diff. is between them and reg missles (other than range), so I don't know if they are a cotribution to the game or not.
Rocket Launchers: very nice close in weapon for hitting slow moving or stationary targets. They can only carry a max of 60 missles, and they fire so fast that you can use them all up on one target. They also produce a significant amount of heat, so I wouldn't carry them along with a large energy weapon loadout.
Inferno SRMs: too heavy for what they do. I agree with Bard, they need to tweak the heat and/or add "streak" ability to them to make them more effective.
PPC-CAP: Nice. Longer range, and more hitting power. It would be nice if the "effect" was different, but who knows, this is just a demo.
Heavy Lasers: what Bard said.
All in all, with the exception of the inferno srms, they have done a pretty nice job in balancing the weapon characteristics. Altho, just farting around in instant action isn't neccessarily a conclusive test, that remains to be seen once scores of players begin using them. |
| Aged |
Posted - Aug 09 2003 : 10:48:59 Hmmm,
hard hitting ballistic weapons that aren't out-ranged by lasers ... sounds like a good thing
increased muzzle velocity for gauss rifles ... not so sure about that one (how does it compare to PPC muzzle velocities?)
reduced heat for lasers ... this one concerns me a lot, one thing that isn't needed is more incentive to boat lasers
an obscene Sunder config ... oh yeah, that's needed  |
| Festus-OMO |
Posted - Aug 09 2003 : 10:36:36 I Dared.
Decided that the simplest thing to do was to completely copy my MERCS directory and do the install on the copy in a new directory.
Save me the problem of having to reinstall if everything screws up.
Will report back soon. |
| Sir Bard |
Posted - Aug 09 2003 : 10:34:01 Festus, when I said the gauss will be faster, I didn't just mean the recycle. The speed of the shell will go from 2000 (mps?) to 2500 - which still begs your question: Will it favor the jump-sniper or the jump-sniper hunter? |
| Sir Bard |
Posted - Aug 09 2003 : 10:30:31 Here's another person's take on some of the new weapons (from the Mektek forum): HVACS:
Poetry, the HVAC 10 is pure gold. Lighter than the IS gauss by a ton, Reaches the same distance, and recycles a HELL of a lot faster.
The HVAC 20 is a very nice peice of work too, little heavy but all 20 class AC's are. Nice range, and very nice damage.
The 2 and 5 are also excellent, but I prefer the larger calibers so I didn't play with these as much.
PPC+CAP:
Ok...Bar none, my new favorite weapon. It handles like a gauss rifle damage wise and ammo isn't a concern. One is all anyone would really need but two is obscene (Whoever came up with that sunder variant with 2 IS PPC's and 2 PPC+CAP is evil...that thing rocks hard) Its a really cool weapon and one I look forward to playing with.
One isn't overly hot and can be managed just fine with a couple of sinks. I noticed one thing, I paired it with a Heavy gauss and it takes a little longer to recycle than the Hgauss, wasn't sure if this was intentional or not but both have the same listed recycle rate. Just pointing that out.
One other thing. Is there any way the PPC animation used in game could be changed to reflect a larger charge? Slight color change (Hgauss esque) or a more intense blue/lighting effect prehaps?...just thinking out loud here, want some way to distinguish it from the PPC and ERPPC
Light AC5 :
Finally, a weapon light mechs can use effectively. 3 damage is good and the recycle isn't bad either. Nice addition Evilcow
Rocket Launcher:
Ok...pardon the outburst but...
OMG!!11!!1 DISS WEAPON IS DA BOMB!!!1!! ..::cough::...sorry...
Its like a Machine gun...but it acutually does some damage!
Sure you gotta be close to use it but once you get close you just spray 'em with missles and laugh like an idiot.
Loading it up with max ammo and running in to blow the crap out of something is such fun. Two RL + max ammo and some med pulse lasers on a hellspawn = dead assault mechs.
ATM's:
Wow, very effective weapon. Clans have certainly got a nice little missle weapon here.
The 6's are great for light mechs (both the E and the M version depending on your combat role) and the 12's make a nice complement to LRM's. If you need a backup missle system that can reach out and tag them on that extra 200 meters past 1000 you can do that or you can pack some ATM-M's to help deal with any brawlers that might come your way.
Heavy lasers:
Owch. Took on a novacat in Instant Action and it gave me a good run for my money. Two HLL and a trio of HML is a mean combination.
They're a little warm but for doing nearly the same damage as a gauss rifle for 4 tons worth of weight, I think thats a fair trade off.
Inferno SRM's:
Nice, but they need to do more heat-to-target if they can. All the stats looked ok but for 3 tons I want a weapon that'll friggin' heat the target up fast.
I pumped a stock BK (who was shooting me with all weaponry) with a set of 3 constantly and he never shut down and only flushed twice.
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| Festus-OMO |
Posted - Aug 09 2003 : 10:19:03 From reading Bards post above, I have pause for concern.
I suppose that it can be looked at two ways tho.
First, increasing the range of a bunch of stuff caters to the (jump) snipers in BKs and Glads.
Second, there are more weapons that can match those snipers at range.
I wonder which will bear out, the annoyance of the snipers or the ability to smack them better? |
| Sir Bard |
Posted - Aug 09 2003 : 09:48:35 I like that they're gonna make gauss rifle shells faster and change the recycle from 8 to 7 for gauss and clan gauss.
AC5 will reload faster (1 instead of 1.5) and have 3.25 damage, instead of 2. Range will be 800 instead of 750.
UAC5 will go from 4 to 4.5 damage and range will be 700 instead of 600.
AC20 and UAC10 will weigh 15 instead of 16. (clan UAC10 is unchanged.)
Heavy Gauss will go from 27 to 29 damage, maybe more.
Looks like xpulse lasers will recycle slower, but do slightly more damage. Most lasers will run just a little cooler (not PPCs). Medium Xpulse will weigh less.
The Long Tom will generate considerably less heat (12, instead of 20) and will have a range of 1200.
Machine guns will do a very small amount more damage and will have range increased to 250. They’ll get more ammo per ton!
Large Xpulse will be slower (1.75 instead of 1.5).
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