Forum Replies Created
Hows it going?January 6, 2019 at 12:05 PM #146496
I’d love an IFF auxiliary that you have to have toggled on. Reduced visibility for knowing who is what team is a trade off I’d be happy with. We already have something like that with the commander module for when using the map.
I’d like ammo pods to be another auxiliary as well. Stick them on your build and increase how much ammo you can store by ( x% / totalweapons ) and if they get shot off you have some lovely fireworks.
More melee would be sweet too. We have spikes and saws but drills could be neat and if we have collision damage passive spikes could be a thing. I’d totally want sliding to be implemented first though so punting someone off a hill could be so much more satisfying.
I want an api so I could make a 3rd party war system.
If you want to mess with a pit try messing with an offset one like you’d get on a bucket digger.
The time is drawing near! January 18 to the 20th 2019 at San Antonio Convention Center http://south.paxsite.com/
I’ve already ordered my tickets and booked a room, still waiting for flights / money for flights and I’ve got a buddy from work who’s coming along. Anyone thinking of going?
The idea for the weapons sounds interesting but I think having issues start at seven or more weapons is a bit high. I’d say drop that down to about three weapons or two.
Three or two weapons as the optimal “safe” group allows a ton of build freedom from heavy weapons to light weapons while promoting people to use multiple weapon groups on a build. When you go into 3~4 weapon in a group we could see things like increased spread, longer fire delays, higher energy consumption when fired / heating when fired. The issues that can arise with more weapons could be more pronounced or have added effects from those listed above. I would shy away from messing with reload times and recoil force as that could make it hit too far into playability as that’s why going over energy doesn’t do those two effects already.
The idea of using extra energy when firing sounds interesting as energy directly influences your movement speed. If you are near your energy limit or slightly below it and you fire off a salvo of 8~ weapons your mech will naturally slow down for a second or two before speeding up again. We’ve seen that sort of mechanic before in Chromehounds that MAV has taken a lot of inspiration from. The main difference between the two is that this movement restriction when firing was hard coded to higher caliber weapons while this idea is funneled through the interaction with energy generations boost to the base movement speed of the mech.
I don’t think I would like unlimiting weapons per group as it allows people to go a bit too silly but this mechanic could be an interesting addition especially when more auxiliaries are added that you can toggle on or off like the thermals we have now.
For the idea of unlimiting the weight restriction I wouldn’t be too opposed but I would probably want some severe penalties while your over weight. Maybe things like decreased armor values / decreased maximum health of the chassis until parts are blown off / higher running temperature could all be a factor. By default your movement speed would suffer for going over weight as being under weight can give you a boost to your movement speed so going the other way makes sense too. These limitations don’t have to be super harsh if its just a few pounds but if you’re trying to run 4 chagin’s on a hover there will definitely be some problems arising.
Upload your current.mech file to the forum and then delete it and try playing mav again. A default mech should be in the garage now. If that doesn’t happen then Cyber would know more about what to do.
Nagging is complete, onto the next topic! Cya all there.
You forgot the laser pointer
For the map movement one there is a maximum slope you can move up based on the chassis type. Hexapods have one of the best climbing abilities while wheels or treads can’t climb as steep of a slope. There just isn’t a good enough visualization on what can and can’t be climbed with what chassis. I really want hexapod paths to be more prominent along with hover paths but we don’t really have locations where you save a ton of time hovering from one hill to another.
It sounds like the spawn happens above the ground so you get hit with fall damage.
For my part I say that the small angled spacers should have at least 70~80 armor as they are extremely weak to direct fire with their very low durability. Giving them so little armor means you can’t use them in any meaningful way as splash can get at them easily.
for the firework one I’d say set it up to be the 31st to the 2nd so we have a 3 day window. Sometimes people can’t login on a specific day so giving a little bit more wiggle room is a good thing.