Topic: Can we has a engine booster?

A leg slot module that boost your mechs engine output, thus making it run faster.

Some modest additional AP consumption when activated.

Maybe some drawbacks, like less accurate guns.

Similar to After burners in "that other game"

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Re: Can we has a engine booster?

I'd approve of that.

Re: Can we has a engine booster?

uhm this is ingame under the name mass reductor?
At the cost of armor you reduce your mass which increases your speed.

Re: Can we has a engine booster?

I think we're talking about an active, energy (AP) consuming item, that you can switch on and off.

Re: Can we has a engine booster?

yes, and to preserve the usefulness to the mass reducers, we shuld allow only one of the engine boosters to work at time.

so no multiplr engine stacking

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Re: Can we has a engine booster?

Why not imagine a new legs modules, me like it smile
Mass reductors are passive, and give little benefits to speed.

So, lets try to be productive?
New one should be active.

Should give 10 to 20% speed bonus. In my opinion, 20% is maybe too much.
Short cycle, very short ... 5 seconds maybe.

And energy consumption must be big. Certainly as much as armor repairers (75ap for light module, 300 or even more for mechs)

Now, lets have a drawback ... double speed bonus % in precision malus (this is 30% less for 15% speed bonus)

Re: Can we has a engine booster?

I agree would be a great tactical module to have in case of a "oh S**t im off cya" or to get into range quick.

Wander if a injector type system would work that use charges "like nitrous boost" could make them use a lot of space in cargo plus ap drain so not over used.

either way thumbs up from me.

Re: Can we has a engine booster?

Indeed, let's be productive:


light auxiliary engine

60% increase in velocity
10 sec cycle time
120 ap energy consumption
150% bonus to hit dispersion
15% missile guidance failure

While providing a significant speed boost, no light or assault bot would be able to keep up with it's energy consumption unless one were to fit an energy injector aswell. Considering light/assault bots have 3 leg slots at best, doing so would strip them of any noteworthy tanking capability and limit their available energy for EW.
That way they could serve as scouts, tacklers or engage in quick hit and run maneuvers.



medium auxiliary engine

30% increase in velocity
10 sec cycle time
340 ap energy consumption
100% bonus to hit dispersion
30% missile guidance failure

Providing the necessary edge to make hit and run tactics a viable option for mechs, it should not serve as a means to outrun light bots. It's energy consumption should prohibit arbitrary use of this device.



The given values serve only to give a general idea of where I'm going with this. I don't know how to properly balance the medium module as (heavy)mechs can have 3-5 leg slots and mass reductors don't have any kind of stacking penalty. In fact, every additional mass reductor provides more speed than the previous one, meaning that the 5th mass reductor on a seth or mesmer might already provide a 15% speed increase or even more.

Re: Can we has a engine booster?

Well, in my little opinion, your 60 and 30% speed bonus are totally impossible.
That's for a good reason actual bot speed is in the 50-65kph range ...
They want all the bots to be slow, and have little speed differences.
You cant ask for a module that would make some bots be able to run at 100+ kph, maybe near 150 with mass reductors, for more than 1 minute.

You want too much, lower your values?

Re: Can we has a engine booster?

yeah, the range wepons are now, going too fast means you will be constantly being either outside locing range or outside optimal.

And intakt whuld be able to outrun missiles big_smile

60% is lol fast

Last edited by Siddy (2010-02-12 11:27:30)

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Re: Can we has a engine booster?

Well, how about jump jets? You know, to be a bit original instead of just having a temporary speed up module.

I was thinking along the lines of:

1. Activate and choose a location within range

2. Bot gets a 300% speed boost and moves to the location of your choosing, ignoring any impassable terrain

3. Jump jets deactivate and cooldown timer starts

4. Once cooldown timer is up, you can activate the module again

Cooldown timer should probably be around 1 - 2 minutes to prevent it being abused too much. It could provide some nice tactical options, and would be a great counter to demobilizers (jump out of range and run like the wind).

I don't know, I just feel that an active module that does nothing but increase speed doesn't take full advantage of the tactical options that plateside terrain offers. In that other game, terrain rarely matters, but in perpetuum terrain already plays a big role, and with terraforming it will probably matter even more so.

Last edited by Matsuro Shi (2010-02-12 12:04:30)

Re: Can we has a engine booster?

Bambi wrote:

That's for a good reason actual bot speed is in the 50-65kph range ...

Is it? You mean you actually leave tower range in a Bot that slow?

Bambi wrote:

You cant ask for a module that would make some bots be able to run at 100+ kph, maybe near 150 with mass reductors, for more than 1 minute.

Why not? They already do that. An Intakt with an energy injector runs at 105 kph, once people gather up enough EP to ditch that thing you'll see them hit 115 kph+ while running damps for extended time periods. Kains can reach velocities around 120 kph with weapons. At the end of the day, that's what's going to run up in your face and kill you while you're thinking that 50-65 kph is somehow the intended speed range in this game.
Frankly, speed needs to be rebalanced radically and nothing you can do by adding an active mod is going to cut it.

Re: Can we has a engine booster?

I suggest jump jets with high cooldown, it is also planned by the devs. Simple afterburner-alike are boring.

Re: Can we has a engine booster?

actually, the higher the speed, the more problems occur with desync and range-calculation.

ist already hard to sync a player that is running around with an Intakt (120kph).

the "Jumpjet" idea is already good, but i consider them as something to overcome small obstacles, like a dead-end because the slope is 1% to steep for your mech.

A more logical option would be airial npc-vehicles that can be called in. That would be the first thing humans would build on a foreign planet anyway. They could be balanced by NIC-cost per transport and availiability per local faction-standings.

btw, offtopic:
what is it with the "has" instead of "have" ?? i see that too often for a typo (like standard with "t")

Last edited by Bunkerkind Anni (2010-02-12 18:19:31)

Re: Can we has a engine booster?

I think an afterburner-like module without any drawbacks will be quickly a musthave in pvp. Maybe add some drawbacks to make its use a tactical choice instead of a musthave component, like losing all targets when you use it? So it is good for quickly approaching or fleeing, but cannot be run continuously.

Re: Can we has a engine booster?

something like "damage to your own bot because the icreased stress on mechanical parts" ?

Re: Can we has a engine booster?

Reasonable drawbacks are:

Moderate AP drain, but you can perma run it.

Inability to fire accuratly (25% more dispersion and explosion size)

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Re: Can we has a engine booster?

Inability to fire accuratly (25% more dispersion and explosion size)

Make it 50% and we have a deal tongue

i like that because that means that small bots will still hit large ones while being fast, while if you shoot at a similar target or smaller, then it is a real drawback.

Re: Can we has a engine booster?

No amount of jumpjets is going to fix the fact that mechs can easily outrun light bots like the Castel, Prometheus and Yagel. Bot/Mech speeds need to be adjusted in a way that every class of Bot/Mech has it's own tactical purpose. You know, like "that other game". Once that's done, one could think about introducing jumpjets to enable Mechs to take a shortcut here and there and have light bots traverse almost every terrain in a rather quick fashion so they can serve as scouts for a slower moving mech-force or to act as a guerilla squad on their own. I don't mean 160 kph while barely touching ground, I'm talking about something approaching 100kph from the lower end without being bothered by the terrain unless there is a mountain in their way. There's no shortage of those anyway. Combine that with Mechs moving at 50-70 kph and not any faster no matter how hard they try and things might start to make sense.

As it stands now, the only thing you'll ever see people use in somewhat organized PvP will be Intakts, Kains and occasionally Arbalests, as they are rather cost-efficient. Everything else is just dead meat as is can't escape those other bots and once you get hit by 3 sensor damps from a decently skilled intakt, you're pretty much incapacitated.
Mancs' so called "pvp massacre mech"-ictus as described in his blog for instance would die to an intakt and a kain or even an arbalest without offering any resistance at all with no hope to escape. I'm referring to PvP in the open field with no towers in the general vicinity.

Bunkerkind Anni wrote:

btw, offtopic:
what is it with the "has" instead of "have" ?? i see that too often for a typo (like standard with "t")

You mean stuff like that?
"Also - Wenn ihr ehemalige Bunkerkinder seit - Meldet euch !"
seidseit.de wink

Re: Can we has a engine booster?

Bunkerkind Anni wrote:

btw, offtopic:
what is it with the "has" instead of "have" ?? i see that too often for a typo (like standard with "t")

Well, you can thank Mr lolcat for that one: http://icanhascheezburger.com/ Origin of locats or wikipedia: http://en.wikipedia.org/wiki/Lolcat

If you have any further questions, google is always ready to answer lol

Re: Can we has a engine booster?

Ok so just to be sure, pls budfug:
You just want light bots, that are already faster than mechs, and got great advantage due to their size, hunting in small squads, be MORE advantaged than before against the same mechs, that will have even MORE disadvantages?

Well, imo, it's time to try to balance things ...
As long as there is no use for a mech, or bigger, on a pvp battlefield, then i'm not sure it's good for the game to give even more advantages, again, to light/assaults.

Re: Can we has a engine booster?

we saw (and killed) a kain that was going faster than intakt with 4 gausguns and other pvp gear fitted.

mechs can be faster than bots if you want to fit it so.

edit

on the otherhand, mechs, save for tyranos, are all but useful in pvp.

generaly kain and artemis are down right crap in pvp

Last edited by Siddy (2010-02-13 03:02:17)

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Re: Can we has a engine booster?

Bambi wrote:

Ok so just to be sure, pls budfug:
You just want light bots, that are already faster than mechs, and got great advantage due to their size, hunting in small squads, be MORE advantaged than before against the same mechs, that will have even MORE disadvantages?

You know, just to be sure I took a Yagel und stuffed two MRE 3000 Mass Reductors into it. With Navigation 8 and nothing else fitted it goes 95.93 kph. Adding 4 Nuimtec-ROWO light EM-Guns it's speed drops to 87.43 kph. So in your opinion a fitted Kain running at 114 kph is somehow slower than a light bot going 87 kph. Stunning.

Siddy wrote:

we saw (and killed) a kain that was going faster than intakt with 4 gausguns and other pvp gear fitted.

I spent the following 10 minutes flaming him on TeamSpeak for failing that hard.

Still, Intakts aren't the only light bots in the game, though they seem to be the only ones actually worth using for obvious reasons.

Re: Can we has a engine booster?

kudos to him for having the ballsacks and coming out for more.

just remeber

Solo

PVP

Sucsess


pick 2.

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