What I mean is... For example, if you want to take UAC5s or Gauss Rifles, they have a negative right?
The UAC5 Jams if used in prolonged engagements. And the Gauss has a high chance to take crit damage and explode due to its fragile state.
Now some can say that all ballistics an missile weapons already have a disadvantage because they need ammo and ammo explodes. I say no, it's the ammo that gives you the disadvantage, not its weapons.
With that in mind... I believe all weapons should have some sort of disadvantage quirk like the UAC weapons and Gauss rifle.
I believe there should be a massive heat penalty for taking anything over 3 PPCs. Sure some mech can take 4 if the load out is worked right but even after that, you're just pushing it to an extreme. So with mech like the Awesome that were meant to run 3 and maybe 4 PPCs, give them a quirk to be able to deal with the heat a bit better. But mech not traditionally meant to run PPCs in this manor, give them major heat disadvantages after 3 PPCs.
Some think LRM boating is over the top. I think its getting better and LRMs are almost about where they need to be. But LRM weaponry is probably the most rudimentary weapon still in the game... Next to some ballistics hat is. So I'm not saying it needs to happen all the time but for those that love to Spam LRMs all day or throw so many of them at you at once that their own heat jumps to the red line... Why not have a small % chance that LRM racks could jam up? Does not need to jam permanently, but long enough to throw you out of sync and just like UAC weapons, the jammed munitions are then expelled after the un-jam. The same could apply to SRMs too.
All other ballistic weapons can get lower reload times if you spam them and hit a higher heat threshold. If I'm running 4 AC2s and am sitting there rocking you with them as they are intended to do... Once I hit say 75% heat... They might start to stutter and not fire as fast. To the point that I might overheat them before ever overheating my mech. And at that point they too might jam. All ballistic type weapons do after all have a chance to jam in real life do they not?
The only weapon I'm still trying to think of a quirk for is laser weapons.
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(Suggestion) Negatives For All Weapon Types.
Started by Joe Mallad, Mar 13 2013 07:25 AM
1 reply to this topic
#1
Posted 13 March 2013 - 07:25 AM
#2
Posted 13 March 2013 - 07:44 AM
Double Posted, but I'll quote myself anyway:
Syllogy, on 13 March 2013 - 07:26 AM, said:
Uh....
The negatives that are in place actually discourage boating.
PPC Boats cannot keep up a continuous rate of fire, and have issues with anything in range.
Ballistics Boats are plagued with Ammunition problems.
LRM Boats suffer the same Short-Range issues as PPC Boats.
The list goes on and on...
Now, if you are talking about quirks in the same sense as how the different Variants have quirks (Some accelerate faster, others turn quicker, etc.) within the same Chassis, then I can see that.
They have already expressed a desire to add quirks to weapons within the same weapon-base type based on different manufacturers.
Examples:
Medium Laser - Manufacturer A:
The negatives that are in place actually discourage boating.
PPC Boats cannot keep up a continuous rate of fire, and have issues with anything in range.
Ballistics Boats are plagued with Ammunition problems.
LRM Boats suffer the same Short-Range issues as PPC Boats.
The list goes on and on...
Now, if you are talking about quirks in the same sense as how the different Variants have quirks (Some accelerate faster, others turn quicker, etc.) within the same Chassis, then I can see that.
They have already expressed a desire to add quirks to weapons within the same weapon-base type based on different manufacturers.
Examples:
Medium Laser - Manufacturer A:
- 5 Damage
- 4 Heat
- 275m Effective Range
- 3sec Cooldown
- 1sec Firing Time
- 1 Ton
- 4 Damage
- 4 Heat
- 350m Effective Range
- 3sec Cooldown
- 1sec Firing Time
- 1 Ton
- 6 Damage
- 7 Heat
- 350m Effective Range
- 3sec Cooldown
- 1.5sec Firing Time
- 1 Ton
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