I was messing around in the Mech Lab and the training grounds today, checking out the weapon reload/recycle rates and comparing how often I could fire the weapons on my Cataphract in succession without shutting down. I also took note of how long it would take to automatically start up again and cool off back to zero.
If I can fire my pinpoint alpha strike five times in a row over a 20 second period of time before shutting down, yet it takes my Mech 25 seconds to start up again and cool off, what is really the difference between firing your heavy weapons once every four seconds versus once every eight seconds? Is PGI going for burst damage game play in an effort to create 'excitement' for the player? If they are, I think it is severely hampering their efforts to balance the game. Honestly, even if you start up again and are back up and active, you have to wait a longer period of time to fire even one weapon, let alone your blocked out alpha strike. If your weapons are waiting and ready, yet you cannot fire them for a few more seconds... what is the difference? There is now an artificial weapon delay working against you that lasts longer than four seconds, anyway.
To my way of thinking this sped up style of game play is rather silly, considering it is one of the major factors in weapon boating and pin-point alpha strikes. Would it not be just as enjoyable to have a weapon table that had some staggered weapon profiles with regard to rate of fire, so that most weapons didn't fall into the same four second or less window?
I'm thinking something like this... put heavy ballistic [10+ tons] and energy [5+ tons] weapons into a category that would have recycle/reload times in the neighborhood of five to eight seconds. Put all other weapons into another category of two to four seconds. Any weapon that is firing rather quickly and frequently would have a modified damage value to keep balance with the less frequent heavy weapons. Ammunition bin levels would reflect the firing rate of the weapon, as well, which should help with ammunition requirements. Putting less tonnage into ammunition will allow for more tonnage being allocated toward weapon hard points and other options.
I don't know. I am fairly concerned with some of the weird and convoluted ways PGI is trying to tackle weapon boating and/or alpha striking in game. It seems to me that they are bound and determined to keep the current heat system and pin-point targeting as core features... to the point that I fear the game may get away from them.
StaggerCheckMember Since 01 Jan 2012
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