Originally Posted by Eyeklops
I am all for BFR's if they become support:
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A lot of those are very reasonable expectations that others have voiced. I'm more vocal about a component based system for a possible mech. It sounds like having 2 people might be a bit much.
These in particular are reasonable:
Originally Posted by Eyeklops
- They die to 1 mine, yes, 1
- They die to 2 AV shots from infantry
- They cannot jump
- They are half the speed of a tank
- They have no shield
- The ideal target for them is infantry and light vehicles
- They become behind the line support.
- They have enhanced radar that can detect all enemies except cloakers within a 150m radius. (but not large enough to show infantry deep within a base) (upgrade?) (force a deploy mode?)
- They broadcast enemy positions to all platoon & outfit mates within a 100m radius. (upgrade?)
- They can repair nearby vehicles. 20 meter radius? (upgrade?)
- They are not detected by another BFR's enhance radar.
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I will point out though that tanks are fairly fast. It might be odd to make a mech even half as fast as a tank. I'd be fine if they went at a general medium pace. The BFR run mode I don't think is necessary for a balanced mech. That is tanks should have the advantage of speed whereas a mech would be a slower weapons platform.
I think Higby said that engineers in the PS2 will have the ability to lay minefields instead of setting them down one at a time. Having them die in 1 mine would actually be fine given their legs. As long as they can see and dodge them from their cockpit. They'd be expected to move with packs of other vehicles so mines shouldn't be a problem. Either that or having them slow down to a crawl when their leg component is damaged forcing them to get an engineer. This is with a condition though that engineers can't place mines instantly at a mech's feet like in PS1. C4 is fine like that though as long as it's balanced.
2 AV shots is also fine. I would say it should depend on the location. Like 2 shots to the cockpit of a mech vs a shot to an arm. 1 AV shot (not lock-on) to an arm component should disable it. Like a tank round hitting an arm or shoulder rocket system should disable it.
Originally Posted by Eyeklops
- They die to a single tank round, even from a lighting
- They require a driver and a separate gunner
- They are the last unlock in the tank cert tree
- They require resources to purchase, but are cheap
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I have reservations on balancing a tank vs a mech. I wouldn't care too much if a tank round hitting the cockpit of a mech destroyed it. That forces a skilled mech driver to rotate their weapon systems to block the attack. A lightning though seems a bit odd. If it's like the PS1 lightning that has a fast ROF then it might be too luck based. Ideally a player should use skill when taking out a target not just lobbing shells at a mech from afar for a lucky hit.
I'm against 2 person mechs. It forces the developers to try to balance them to be larger and takes away the fun of piloting one where you control the weapon systems. Personal opinion. We did have a few people on the forums that wanted aircraft to be 2 person where one person flies and another guns so there is support for such a configuration. I just don't much care for it in an FPS since I like to do both.
Regarding tying it into the tank cert tree or making it cost more resources it sounds like you're trying to justify it as something that would be more powerful or an upgrade to a tank. That's not how a mech should be balanced. It should just act as a separate vehicle with its own skill tree just like a lightning. (I'm imagining the analog to this would be putting the tank as a cert unlock in the lightning tree).