BadAsh
2003-12-19, 10:30 AM
I think the MAX Units need some help in this game and I have a few ideas and suggestions I�d like to pose here for feedback and discussion.
After spending some time playing all 3 empires I�ve noted that the NC and TR MAX Units needed some help. The VS MAX Units are pretty strong as they are, but like the other two empires they could use more versatility.
Here are my suggestions.
Alter the NC MAX Shield to allow them to fire weapon systems with the shields on. The shields are pretty weak anyway and I don�t feel this would imbalance anything. After all when I charge my Vanguard�s shields at an AMP station I can fire my weapons with no problem. So this change makes sense and would make the NC MAX more fun to play.
Alter the TR MAX Lock-down ability to allow a 180 degree torso twist. This will allow the MAX to defend better against infantry that just surge behind you and get an easy kill with a heavy or AP weapon. This would also help the TR MAX by giving them a semi-turret like ability while locked down. One could still flank the MAX and be really annoying by shifting back and forth at that 180 degree axis point behind the MAX. This would force the MAX to spin all the way around to target the enemy doing this every time you shift. I think this would be a reasonable change and make for some interesting and fun battles.
Increase the turning rate of all 3 empire�s MAX Units so that they can turn to face Agile flanking infantry. I think it�s rather lame that an Agile or Surged Rexo can just run behind the MAX and maintain that position long enough for an easy kill. At least give the MAX the ability to fight back. Please note I�m suggesting turning speed increase only. They should still be slow in walking and running allowing infantry to effectively use hit and run tactics. This turning speed increase would make the MAX a little more deadly and remove what I feel to be a cheap easy kill flanking tactic.
Reduce the Decimator�s damage against a MAX Unit from 400 to 225. This would require the Decimator to score 3 full hits to down the MAX Unit. Currently this weapon is a 2 shot kill with the first shot taking nearly 2/3 of the MAX Unit�s armor down. This is decimating to be sure, but IMHO it�s a bit too much. I�d leave the Decimator�s damage the same against infantry and vehicles. I�m suggesting ONLY changing how it damages MAX Units.
Finally, and more controversially (me braces for the flames), I think it would be cool if MAX Units should have use of the various tools available to infantry (hacking tool, medical applicator, and both engineering tools). The way I�d suggest this work is that if you place any of these tools in your inventory that is be considered �holstered�. MAX Units could be considered to be pre-wired for integrated support implementation and any tool placed in their inventory would be accessible through normal weapon switching. Changing �weapons� would work like the holstering system except that when a tool is selected and used an appropriately colored beam would emit from the wrist of the MAX Unit. This would make this code change simple and require no new animation sequences.
The limitations I�d impose of tool integration would be to reduce repairing, healing, and hacking times by 50% and impose a heavy 3 second tool/weapon selection time. So this would give the MAX Unit more capabilities but NOT make him a replacement for infantry armored squad mates. Tactically, it would be impractical to try and self-repair in a tower siege for example. With 3 full seconds to switch to repair mode and another full 3 seconds to switch back this would be unwise to attempt unless in desperation. Further with the 50% reduction is repair time it would take twice as long to repair. You better have back-up or you are going to be in trouble.
I think the above suggestions would make the MAX Units more fun to play and remove some of the really annoying aspects of being a MAX Pilot.
After spending some time playing all 3 empires I�ve noted that the NC and TR MAX Units needed some help. The VS MAX Units are pretty strong as they are, but like the other two empires they could use more versatility.
Here are my suggestions.
Alter the NC MAX Shield to allow them to fire weapon systems with the shields on. The shields are pretty weak anyway and I don�t feel this would imbalance anything. After all when I charge my Vanguard�s shields at an AMP station I can fire my weapons with no problem. So this change makes sense and would make the NC MAX more fun to play.
Alter the TR MAX Lock-down ability to allow a 180 degree torso twist. This will allow the MAX to defend better against infantry that just surge behind you and get an easy kill with a heavy or AP weapon. This would also help the TR MAX by giving them a semi-turret like ability while locked down. One could still flank the MAX and be really annoying by shifting back and forth at that 180 degree axis point behind the MAX. This would force the MAX to spin all the way around to target the enemy doing this every time you shift. I think this would be a reasonable change and make for some interesting and fun battles.
Increase the turning rate of all 3 empire�s MAX Units so that they can turn to face Agile flanking infantry. I think it�s rather lame that an Agile or Surged Rexo can just run behind the MAX and maintain that position long enough for an easy kill. At least give the MAX the ability to fight back. Please note I�m suggesting turning speed increase only. They should still be slow in walking and running allowing infantry to effectively use hit and run tactics. This turning speed increase would make the MAX a little more deadly and remove what I feel to be a cheap easy kill flanking tactic.
Reduce the Decimator�s damage against a MAX Unit from 400 to 225. This would require the Decimator to score 3 full hits to down the MAX Unit. Currently this weapon is a 2 shot kill with the first shot taking nearly 2/3 of the MAX Unit�s armor down. This is decimating to be sure, but IMHO it�s a bit too much. I�d leave the Decimator�s damage the same against infantry and vehicles. I�m suggesting ONLY changing how it damages MAX Units.
Finally, and more controversially (me braces for the flames), I think it would be cool if MAX Units should have use of the various tools available to infantry (hacking tool, medical applicator, and both engineering tools). The way I�d suggest this work is that if you place any of these tools in your inventory that is be considered �holstered�. MAX Units could be considered to be pre-wired for integrated support implementation and any tool placed in their inventory would be accessible through normal weapon switching. Changing �weapons� would work like the holstering system except that when a tool is selected and used an appropriately colored beam would emit from the wrist of the MAX Unit. This would make this code change simple and require no new animation sequences.
The limitations I�d impose of tool integration would be to reduce repairing, healing, and hacking times by 50% and impose a heavy 3 second tool/weapon selection time. So this would give the MAX Unit more capabilities but NOT make him a replacement for infantry armored squad mates. Tactically, it would be impractical to try and self-repair in a tower siege for example. With 3 full seconds to switch to repair mode and another full 3 seconds to switch back this would be unwise to attempt unless in desperation. Further with the 50% reduction is repair time it would take twice as long to repair. You better have back-up or you are going to be in trouble.
I think the above suggestions would make the MAX Units more fun to play and remove some of the really annoying aspects of being a MAX Pilot.