SergeDavid

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  • In reply to: Ammunition Concepts Master Thread

    September 7, 2013 at 10:49 AM #106359
    SergeDavidSergeDavid
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    KE = Kinetic Round. The round is a solid piece of metal that deals its damage based on how heavy and fast it is traveling. Over distance the round loses damage due to it slowing down.

    HE = High Explosive Rounds. These are the kind of ammunition you see on howitzers. Upon contact they explode violently causing damage to anything in its blast range (The damage dropping off significantly the further away from the center)

    CE = Chemical Round. Like HE rounds these explode upon impact, however instead of splashing everywhere the explosive powers are concentrated at a single point. They generally deal less damage then KE ammo up close but for shooting at medium to long range you’ll see a general improvement in effectiveness.

    Incendiary = These rounds contain chemicals that start burning upon impact and are used to melt / overheat / bbq what they hit.

    Each round has their own benefits and draw backs.
    KE travels faster and generally deals more damage at close range while CE always deals its damage at any range and generally modules have less CE defense then KE defense. HE can hit multiple pieces of equipment at once but generally travels slowly and does less damage then both CE and KE. Finally Incendiary does very little damage however it can burn up the mech dealing damage over time.

    Remember when doing things like ammo making them to be like comparing apples to oranges is better then just “This > That” and I hope we don’t do an ammo like “This costs x10 as much and is twice as good!”, because that is lazy programming.

    In reply to: Tripod Chassis Concept Art

    September 7, 2013 at 10:13 AM #106358
    SergeDavidSergeDavid
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    Potential Mech with the main joint being on the underside? Or even two joints 1 above and 1 below!

    In reply to: Spacer Concepts

    September 6, 2013 at 11:25 PM #106356
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    Just don’t forget those spacers that we can attach a shiny piece of armor too to better protect it / other vital organs.

    In reply to: Spacer Concepts

    September 3, 2013 at 3:10 AM #106354
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    Looks good, need more for all those sexy options for placing things JUST RIGHT

    In reply to: How many parts to too many?

    August 30, 2013 at 5:57 AM #106343
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    Depends on the size and shape. 3 generators of the same size can be okay, but a long one so I can use it as a spacer and maybe another long one with more connections but less power and what not.

    The biggest thing is having everything different enough to make it worth having, and the best way is to change the locations of the large and small points.

    In reply to: Blocked Weapons?

    August 30, 2013 at 5:51 AM #106342
    SergeDavidSergeDavid
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    Speaking of garage interface, the amount of annoyance trying to get parts to rotate and selecting the correct attachment point is annoyingly hard.

    If the part is touching another part, you can’t select it to rotate it except for moving it and the second you hover over another part while going for that spin wheel you auto select the other part instead.

    Need some easier way of selecting what joint to use and how to rotate what one to use on the objects your connecting.

    In reply to: Garage parts.

    August 30, 2013 at 4:47 AM #106341
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    Can never find spacers, really hurts my desires for those special mechs I want from the Chrome days.

    In reply to: How many parts to too many?

    November 29, 2012 at 6:07 AM #104444
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    @LegacyElite84 wrote:

    Considering that M.A.V. is still in the very early stages of the game, I’d say just get one of every weapon type/part type that the community would like in the game, and balance each part evenly in terms of power, reload time, weight, ect. Once a basic general is set for each part/weapon type, then adding the other weapons and parts would be easier and have a standard structure of balance to go off of. No point in rushing perfection.

    I’m all for this.
    One of each and then add a few more parts here and there and balance them with the baseline you want. I’d rather have fewer parts with character then hundreds and hundreds of parts with just a 0.01% difference.

    In reply to: Pile Drivers

    November 29, 2012 at 6:03 AM #104443
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    For me I preferred my shotgun wheely. There was the ease of not needing to be touching them to hit (or nearly) but also when I was close it HURT, loved popping those giant guns featured on the planet killer builds. Got to say though an all pike lobby was fun shit, we set up jousting matches and man did we have a blast.

    In reply to: Features from Chromehounds to implement

    November 29, 2012 at 5:56 AM #104442
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    Shotgun wheelies. I loved my little wheels + turret + 4 shotguns hound, I mostly played free play so I could respawn and have more time with it. The amount of times I’ve rolled up behind someone and just peppered their ass to death was glorious and satisfying, especially with the trade off of being a 1 shot kill from almost anything since my cockpit was exposed 390 degrees (yeah 30 extra degrees)

    I would also like the ability to protect your cockpit, the idea that you can just aim for the center and always hit the cockpit (not hidden) just takes away a lot of the fun, especially if you can deal a lot of damage to it with just a single round of shots. The biggest turn on from Chromehounds was that it was a duel, who could get that cockpit shot or wear the other down to almost nothing really appealed to me and all that extra armor given to the cockpit by placing other things in front of it just made sense since with censers / cameras / etc you don’t have to have physical eye contact through a glass window to know what is going on.

    One of the things I disliked about chromehounds but want in the game are those booster things. The fact that I can only point them upwards was what threw me off from using them more then just a spacer since if I could have turned them sideways and on a fast mech like a hover craft I could dodge shots with a quick sideways boost.

    Secret weapons would also be GREAT though with a lot higher chance rate.