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Ok this is all changes that was planned for mekpak 4

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MP4 Changes:

Damage Transfer (something with damage transfer)
Fire control
Targeting Systems (some guidance systems)
Directional Jumpjets
MASC
Multiplayer Skins (in multiplayer skins are allowed, gee ...)
Singleplayer Campaign Update (MekTek Mechs!)
Data structure of player profiles (somehow improving pilot profiles)
Radar and Thermal Signatures (some special radar and acne signatures? ..)
Radar Detection (something with radar serifs)
Seismic sensors
Legged mech - special update
Mechlab fixes
Heat override
Ams ammo
Overheat death timer
Varying damage from hitting ground (getting damage from landing from a height)
Print screen changes
Critical slot update
Camera update

Heat Control update (something with acne control)
Armor update
Music updates (for intense battles)
Blueshield
Ruined City Map update
C3 slave
Ppc distribution
ECM effectiveness (they will do something with ECM)
Artemis subsystem
Mech3 Free Reticle (maybe!)
New map cg
New map the chasm
New map dead city
No longer 100% accuracy, but a spread based on movement of both parties, size of the target, range, radar and sensor equipment
No more omniscient radar. Standard radar mirrors the geographical features of the map and enemies YOU SEE. Electronic warfare is in. Light Mechs will be
useful because of the introduction of C3 mechanics, proper BAPs, proper ECMs, and new sensory equipment.
When counting together all the MekTek mechs added by then, over double the number of Mechs compared to vanilla Mercs.
More tricksy weapons.
More balance between Mechs and weight classes. Now scouting is the main element of battle.
Night equipment needs to be taken separately again, and apparently so do sniper scopes (just like in Heavy Gear 2).
Apparently Light Amplification can now lead to blind green wall a lot more easily.
Critical Hits are back in full force.
Internal parts are back.
Improved cockpit skeleton mechanics, meaning that the viewpoint is where the Mech's cockpit actually is.

types of armor currently implemented 1) FF. You know what this is. A damage sponge. 30 pts per ton 2) Reactive / Reflective. These take off 50% of the ballistic / energy damage. 20 pts per ton 3) (new) Standard armor. This takes off 25% of damage from all weapons. 20 pts per ton 4) (new) Hardened armor. This takes off 25% (or is it 33% not in front of machine to recall) of damage from all weapons (just like standard). 10 pts per ton. 5) (new) Stealth armor. This behaves like FF, but the more coverage you have, the less of a radar signal you have on the mech. This uses up heat when active. I think this is 30 pts per ton (I forget at the moment what it is) In addition, each armor type has a DAMAGE REDUCTION amount. This is a fundamental change in the way armor works. So, a weapon (any type) has it attack strength reduced by the DR BEFORE other modifiers are applied. So, for example, a mech with a DR of 7 would be impervious to ERLLs (7 - 7 = 0). Each section has its own DR. DR is proportional the amount of armor present minus an armor type dependent offset. So, DR can be reduced to zero through enough damage taken to the section. OK, in simple terms, DR = (armor value) / (armor per ton) - offset. Off the top of my head I think the offsets are like this: DR Offset: Ff = 1.0 Std / refl / reac = 0.5 Hardened = 0.0 Stealth is a special case, it NEVER has a DR value.12:32 AMDR=Damage reduction
Dervish a texture of a possible MP4 mech
Malice a Planned 70ton mech for MP4
MP4 In-gameMP4 Mechlab

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