But what if it used an archtype system similar to the movement groupings but based on weapon dmg? highest archtype fired in a group determines the base at which the penalty kicks in.
1-6 dmg 7th weapon incurs penalty
7-12 dmg 4th weapon incurs penalty
13+ dmg the 2nd weapon incurs penalty
top group is set so low as to prevent some of the heavier combinations, and to add a dimension of balance to clan tech alpha's .
gauss can get it rof dropped to 3 secs to bring it's dps in line with the ac/20 If it ends up too weak
This still allows the high alpha's, but at the same time encourages more rapid lower attacks. The only system breaker i forsee is the streakcat, however it's issues are less about it's dmg output and more about ssrm mechanics
Thoughts?
Edit: I realize it's probably too late for this to make it to the balance patches, but It's certainly a system i could see working both now and into the future
Edited by Ralgas, 12 July 2013 - 04:34 AM.