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Diffrent Wapons Of The Same Class


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#1 Moses Lanknau

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Posted 07 February 2016 - 06:16 AM

Example: weapons rated AC10

Chemjet AC10 = single projectile per round, more balistic path, 10% less range

Armstrong AC10 = few shots per round, medium balistic path, 10% chance to jam

Mymdron AC10 = 'stream of hundred of bullets' per round, almost non balistic path, 20% more spread, 10% more range

of cause they should not come that near to the displays of other classes, but give at least some options.

all do the same dame damage over time, eat the the same wieght of ammunition per trigger pull but r designed to have diffrent displays in thier fire.

similar could be done with laser and missile systems, even other equipment, and even the clans got also by lore diffrent types of overall same rated weapons produced from diffrent industrie complexes within thier homewords ...

what do u think?

Edited by Moses Lanknau, 07 February 2016 - 06:20 AM.


#2 Vlad Striker

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Posted 07 February 2016 - 07:34 AM

Good idea! Very good!

#3 Nesutizale

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Posted 07 February 2016 - 10:38 AM

You basicly have this allready

IS AC - one shot
C-AC - several shots
C-UAC - rapid fire of several shots

#4 Hawk_eye

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Posted 07 February 2016 - 10:53 PM

View PostNesutizale, on 07 February 2016 - 10:38 AM, said:

You basicly have this allready

IS AC - one shot
C-AC - several shots
C-UAC - rapid fire of several shots


As the OP said, this could be extended to other weapon types too.

Defiance B3M Medium Laser: A bit less heat for a bit less damage and/or range
Martell Medium Laser: A bit more heat for a bit more damage and/or range

Magna Mk. III Large Laser weights half a ton more, but has a greater crit-chance and generates a little less heat

Coventry Star Fire LRM-15 has a longer re-load time (cooldown), but also less spread and a bit faster missiles

Thunderstroke SRM-6 has shorter range but missiles that hit a bit harder (slight damage increase)

Those kind of things - and I think it would be a great addition.

Of course, balancing those would be a _nightmare_, given we don´t really have balance with every weapon acting the same.

Come to think of it, this _could_ replace the whole quirk system if specific weapons could only be mounted on specific mechs (like, the Panther´s Lord´s Light PPC can´t be mounted on an Awesome, because it just wouldn´t fit), so any bonus/malus from that would _only_ apply to those mechs capable of mounting it.

Ok, this is probably getting too complicated Posted Image

#5 Karl Streiger

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Posted 07 February 2016 - 11:48 PM

Well you can mount weapon modules aye?
And you have those darn quriks right?

Anyhow - i would love it to have rather different weapon manufacturers rather than those quirks that are random and even more powerfull than weapon modules

#6 Rattazustra

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Posted 07 February 2016 - 11:54 PM

The game is not really in a good balance situation, yet. Such an addition would make it just more complicated and complex, more difficult to balance and manage. It would seriously harm the game more than it would help.

#7 Kalimaster

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Posted 08 February 2016 - 08:22 AM

I like this idea. Would love to see it in game.

#8 Koniving

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Posted 08 February 2016 - 09:26 AM

Moses Lanknau said:


what do u think?


This idea has been proposed since pre-2012 but PGI will not do it supposedly for technical reasoning and increased complexity in balancing.
I even made a video on this demonstrating 2 variants of chemjet gun and the crusher super heavy autocannon... All ac/20s.

https://youtu.be/YveinIpD0to

It should be noted I later discovered the chemjet is supposed to be a 4 shot per "round" (cassette/magazine) weapon.





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