1) continuous fire and Alpha striking fire allowed at the same time, both good choices. You can us both tactics: brawl and long range
2) each weapon with a single specified role.
THE WAY
-INCREASING armor by 40%, reducing the weight per armor block in order to mantain the same actual weight and increasing weapons ability by about 5%-10% using various aspects will garant a longer durability of the game, we will die less, even if weapons are a bit stronger, so we are allowed to do BOOOOM and hide in a tactic way, without being forcet to push......even IF THE GOOD POINT OF THIS SYSTEM IS THAT YOU CAN DO BOTH.
-ghost heat is a nonsense and it is completely removed
-in order to avoid the effectiveness of 3+ ppcs, spread of particles.
a part of the damage is done to the hit part, the rest is spread all over the mech...... the % of damage that goes all around is incresed if you increase the number of ppc used at the same time, so boating is not allowed and we do not have stupid heat penality. SO WE CAN FINALLY USE PPCS FOR DPS: more possibilities= better game.
suggested formula (x= number of ppc used)
damage on hit part= (8-x)x
damage spread all around [10x-(8-x)x]/6
consider that no additional damage comes out from this formula
example, i shoot 5 ppcs, in total i do Always 50 damage, but in the hit part i do only (8-5)5= 15 damage, the remaining damage, is divided per 6 and spread in the mechs.
the less ppc you use, the more your damage is focused, but you can still use ppcs for dps.
-no gauss load time
-LBX do more damage per bullet and have double spread, all the rest is equal
-Ultra ac system completely redone. when you pull the reigger they shoot 2 rounds with a very very small time delay, ac5 damage 5, ultra ac5 damage 3+3, lbx ac5 damage 7, but very high spread, you are not able to focus all that extra damage unless you are very close, comparing to ultra and normal counterparts.
DAMAGE HEAT WEIGHT AMMO RANGE RELOAD SLOTS DURATION SPREAD
PPC 10 8 7 540 4 3 0 0
ERPPC 10 11 7 810 4 3 0 0
LGLAS 9 6 5 450 3 2 1 0
ERLGLAS 9 7,5 5 650 3 2 1 0
LGPLSLAS 10 5 6 300 3 2 0,4 0
MDLAS 5 3 1 280 3 1 1 0
MDPLSLAS 7 4 2 150 3 1 0,4 0
SMLLAS 3 1 0,5 90 2 1 1 0
SMLPLSLAS 5 2 1 70 2 1 0,4 0
AC 2 2 0,5 5 100 700 0,5 1 0 0
AC 5 5 1 7 50 600 1 4 0 0
AC 10 10 2 10 25 450 2 7 0 0
AC 20 22 6 14 10 270 4 10 0 0
UAC 2 1,2+1,2 0,75 5 100 650 0,5 1 0,2 0
UAC 5 3+3 1 7 50 550 1 4 0,2 0
UAC 10 6+6 3 10 25 400 2 7 0,2 0
UAC 20 11,5+11,5 7 14 10 240 4 10 0,2 0
LBX AC 2 3 0,5 5 100 500 0,5 1 0 double
LBX AC 5 7,5 1 7 50 350 1 4 0 double
LBX AC 10 13 2 10 25 300 2 7 0 double
LBX AC 20 25 7 14 10 150 4 10 0 double
GAUSS 15 0,5 14 15 700 4 7 0 0
SRM 2 5 2 2 120 300 3 1 0 same as actual
SRM 4 10 3 3 120 300 4 1 0 same as actual
SRM 6 15 4 4 120 300 4 2 0 same as actual
no change on lrms, just on narc, it always remains active for 10 seconds, even if you hit it.
Edited by IL MECHWARRIOR, 12 September 2013 - 09:46 AM.
Ad Hominem