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ticklemericky
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Post subject: Starting Energy = 0 at start Change of module mechanics. Posted: Thu Feb 23, 2017 4:47 am |
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Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
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At the start of the battle. The starting energy of a mech is determined by a combination of it's modules.
I will use Lavascope and Ultraspade as the base example.
Torso stats>
Ultraspade 150 Max Energy 110 Max Heat 40 Regeneration 5 Starting Energy 20 Cooling (Unchanged)
Lavascope 90 Max Energy 150 Max Heat 20 regeneration Energy 10 Starting Energy 50 Cooling (Unchanged)
So in battle Ultraspade would have the starting stats of: 5/150 Energy 0/110 Heat
Lavascope: 10/90 Energy 0/150 Heat
How do you increase your starting energy? Energy modules (Base Case)
Electron Field mk 1
+8 Max Energy +36 Regeneration +10 STARTING ENERGY<<<
Energy Generator 1
+35 Max Energy +15 Regeration +20 STARTING ENERGY<<<
Regeneration and Cooldown Module 5
+21 Regeneration +21 Cooldown +5 STARTING ENERGY<<<
What this does is make energy weapons that deal low damage a viable option since their drain can kick in quicker.
It forces the need to put in energy modules for many builds that require energy weapons. (Thus fixing the current meta where there are hardly any energy mechs) Also instantly punishes mech builds that do not put enough energy in their mechs.
It makes the Energy module MORE valuable. Discourages "rush" strategems where you use high damage weaponry such as U-Nova S-Nova and I-Nova on first turn. (Breakers, Death Punch require ammunition to use thus can get around this still)
Weaponry damaging Regeneration becomes more useful. (Elec storm,Regen Blockers,Dischargers)
Even weaponry damage Max Heat and Max Energy becomes more useful.
_________________ Goals: Get 1 Gold Medal 2/1 Get 2 Silver Medals Get 3 Bronze Medals 2/3 Reach 20 Million Total EXP
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Fluxeon
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Post subject: Re: Starting Energy = 0 at start Change of module mechanics. Posted: Thu Feb 23, 2017 10:46 am |
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Joined: Sat Jul 21, 2012 5:30 am Posts: 277
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I like this concept.
_________________ * SM Goals *
++ Obtain a solo medal (x2) ++ Obtain a year's worth of clan medals -- Get roccotano4 to remove that nonsense about me in his signature
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LovelyDeath
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Post subject: Re: Starting Energy = 0 at start Change of module mechanics. Posted: Thu Feb 23, 2017 1:12 pm |
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Joined: Sat Dec 17, 2016 12:52 pm Posts: 485 Location: In my closet, bleeding to death
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This is a pretty good idea. It seems odd at first, even maybe counter-intuitive but it would be very helpful to the game. I hope tactisoft considers this.
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ticklemericky
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Post subject: Re: Starting Energy = 0 at start Change of module mechanics. Posted: Sun Feb 26, 2017 3:50 pm |
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Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
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11 yes 1 No. BUMP!
Supernova 2 requires 36 energy. Keep that in mind^^
_________________ Goals: Get 1 Gold Medal 2/1 Get 2 Silver Medals Get 3 Bronze Medals 2/3 Reach 20 Million Total EXP
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