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Weapon Type Specific Slots


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Poll: Weapon Type Specific Slots (33 member(s) have cast votes)

Do you support the OP's suggestion?

  1. Yes (18 votes [54.55%])

    Percentage of vote: 54.55%

  2. No (14 votes [42.42%])

    Percentage of vote: 42.42%

  3. Abstain (1 votes [3.03%])

    Percentage of vote: 3.03%

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#21 DeadlyNerd

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Posted 15 March 2013 - 10:49 AM

View PostKarl Streiger, on 15 March 2013 - 03:20 AM, said:

Please vote:
http://mwomercs.com/...st-discussions/

I have spend another hour with this topic.... to be fair... it is hardly possible to balance any restriction. For example let me guess the LRM 20 of the C4 could be splited into a 0/2 and a 0/3 slot or a 5 slot size with a maximum of 2 missile weapons. The C4 can carry 4 SRM6...still powerfull while not as powerfull at short range as the A1.
This A1 could be crippled...lets say only 3 missiles slots with 0/1....but to make a differnece increae the engine rating...lets say 390 and 6 JumpJets.... can anybody remember the Streakcat in ClosedBeta - or Helmult we named it in our Corps.
So i have guessed the LRM 20 has to be splitted into a 0/2 and a 0/3 slot...same for the Stalker 4H with its LRM 20?
Well now you would have 6 missile slots.

So let say ... we have general missile slots, and specific missile slots.

For example the C4 has now 2 general missile slot and 3 LRM missile slots...able to mount a LRM 20 but not able to mount two SRM. Sounds good so far... but now i do the same with the 4H...well 2 LRM 15 supported by 4 SRM and 4 Medium Laser... last thing is really powerful should it be nerfed - or is that a well mixed loadout?
So let me guess we reduce the engine rating for the 4H to 255.

So we have a slow Mech with heavy long range weapons and a killer blow at short range. Still the problem that the SRM in the arms have to open the flaps...but this is another story.

Ok let me guess that is a solution for fixing the missile boating... dividing missile hardpoints into general, LRM only, SRM only.
What about ballistics and energy.

K2...for example...a single slot 3 size energy weapon in the arm...1 slot ballistic 1 slot energy in the torso... that give you hardly any oportunity to create something different.

So the ammount of weapon you can mount is free? What will happen...8 MediumLaser K2. Maybe supported by dual AC2. Would be lack luster but still a strong violation of the concept behind that K2. So what about dividing the 3" energy slot in the arm into a 2" and a 1". So you are capable of mounting a large and a medium laser if you like.(it would imporve the ammount of energy hardpoints for the K2 .... This can work for nearly every mech in the game. Simple because energy weapons are so compact....Awesomes effictivness isn't compromised.
Atlas would be interesting - because the main armament on the Atlas was always the ballistic and the missile weapon. Maybe not for the K and the RS...so those shoud have a 3" energy slot.


Now ballistic
So the K2s ballistic slot was addressed a hundred times. As long as there were no other options it was acceptable...but now with the Catapract and the JaegerMech it is not necessary to keep the K2 as a ballistic weapon carrier.
1 1" for each side torso. If you like you can make 3 1" too. Wouldn't change anything...but maybe some will try their luck with MachineGuns.

The Atlas main armament the AC 20...is often used as dual LBX. or Dual Ultra 5..... i don't think that is a big balancing issue.

However thesse concepts are far away from beeing finished. I did not have considered the energy layout for mechs like raven or jenner...nor did i have adressed the Centurions tripple missile hardpoints.


Holy christ, THIS MATTER IS SIMPLE, they restrict certain critical slots to a certain weapon type.
Say the K2 in your matter:
It has 2 MGs That's 2 AC/2 instead using this system.
Say that's too small for modification, increase number of critical slots so it can fit the next AC in line, AC/2. Done. No more gausscats, AC/20 cats and it's still a viable build.
Same with its energy points, 2 critical slots where it has med lasers and 3(obviously since there are no larger weapons than the PPC) where it has PPCs.

#22 Big Giant Head

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Posted 15 March 2013 - 01:21 PM

View PostDeadlyNerd, on 15 March 2013 - 10:49 AM, said:


Holy christ, THIS MATTER IS SIMPLE, they restrict certain critical slots to a certain weapon type.
Say the K2 in your matter:
It has 2 MGs That's 2 AC/2 instead using this system.
Say that's too small for modification, increase number of critical slots so it can fit the next AC in line, AC/2. Done. No more gausscats, AC/20 cats and it's still a viable build.
Same with its energy points, 2 critical slots where it has med lasers and 3(obviously since there are no larger weapons than the PPC) where it has PPCs.


Every weapon slot can have more slots merged together (0/1, 0/2, 0/3, 0/4,...)

AC/20 requires 3 ballistic slots (0/3)
AC/5 and AC/2 requires 1 ballistic slot (0/1)
AC/10 requires 2 ballistic slots (0/2)


LRM/20 requires 2 hardpoints in 1 slot (0/2)
LRM/15 requires 2 hardpoints in 1 slot (0/2)
LRM/10 requires 1hardpoints in 1 slot (0/2)
LRM/5 requires 1 hardpoints in 1 slot (0/2)
SRM/6 requires 2 hardpoints in 1 slot (0/2)
SRM/4 requires 1 hardpoints in 1 slot (0/2)
SRM/2 requires 1 hardpoints in 1 slot (0/2)


PPC/ERPPC requires 3 energy hardpoints in 1 slot (0/3)
LL requires 2 energy hardpoints in 1 slot (0/2)
ML requires 1 energy hardpoints in 1 slot (0/1)
SL requires 1 energy hardpoints in 1 slot (0/1)


You can only mount 1 weapon in one slot, example: LL in 0/2 energy hardpoint slot to work effectively,
however, if mounting 2 or more weapons in single slot you receive heat penalty when using that weapon while other weapons in the same slot are still on the cooldown, example: 2 x ML in 0/2 energy hardpoint slot, so when you fire with your first ML and then wait for it to cooldown to half of its cooldown, you can fire other one without heat penalty.

So for boating purposes, the most beneficial hardpoint build would be with multiple 0/1 slots, example:
CPTL-A1, if you are trying to mount 6x SRM/4s, then the best build fot it would be 3 x (0/1) missile hardpoints in each arm.
Trying to put 6xSRM/s would require to have 3 x (0/2) in each arm (which is totally senseless)

0/2 + 0/1 in each arm (splatcat)
If you are trying to mount 2xLRM/15 plus 2xSRMS/4, which would be the most reasonable, hp build would go with 1x0/2 missile hardpoint slot and 1x0/1 missile hardpoint slot. Even with this hardpoint setup with A1, you could only mount 1 srm/6 in each arm, but 3 of srm/4 (with heat penalty) . without heat penalty and with most srms, srm build would have 1 srm/6 and 1 srm/4 in each arm

Edited by Big Giant Head, 15 March 2013 - 01:42 PM.


#23 MasterErrant

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Posted 15 March 2013 - 03:35 PM

there is nothing wrong with boating and "cheese mechs. they are part of the game and always will be. The fixe for them it teamwork and gangbanging the crap out of them when they show.

the current hardpoint system is abysmal and STUPID!.........itdoesn;t make sense and in fact favours boat build chassis. the MW4 mode is the most balanced Ive seen and I would apply it to TT if I still played.

#24 Big Giant Head

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Posted 16 March 2013 - 04:31 AM

View PostMasterErrant, on 15 March 2013 - 03:35 PM, said:

there is nothing wrong with boating and "cheese mechs. they are part of the game and always will be. The fixe for them it teamwork and gangbanging the crap out of them when they show.

the current hardpoint system is abysmal and STUPID!.........itdoesn;t make sense and in fact favours boat build chassis. the MW4 mode is the most balanced Ive seen and I would apply it to TT if I still played.


There is nothing wrong with boating smaller weapons as long as there is some sort of negative effect on other sections of the gameplay (if you decide to boat stuff).
But boating larger stuff,e.g. 4 x PPCs, 2 AC/20s ( as long as that build is playable ) is very wrong.





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