Hylius, on 18 April 2013 - 11:34 AM, said:
1) Recoil. Our weapons have an impulse when they hit a target (we'll ignore the fact that it doesn't actually affect the aiming of the target it hits, which is dumb, but moving on). It only makes sense that they have an impulse on the object they're leaving. Our war machines are massive, technologically advanced beasts. They carry massive amounts of firepower and armor, and do so with mirace myomer fiber, gyros, actuators, and engines. That doesn't mean they should ignore the simple physics of recoil of firing these massive weapons. Recoil means sustained long ranged fire becomes more challenging. It means sure, you can fire that 3 PPC, 1 Gauss alpha. And sure, it'll go where you aim. But you're going to have to reacquire your target and adjust your aim to compensate for your next shot. This will affect the snipers that are standing still. But what about the moving ones?
Given the multiple second reload times of the Gauss and PPCs, recoil (Which should equal the amount of "shake" the target receives) is negligible since players can easily reacquire aim during the cool down period.
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2) Movement affects aim. It's simple physics. If I'm moving left and I throw something, the object I throw is going to move slightly left as well. The faster I move left, the more the object I throw moves left. The same applies for weapons fire. If I'm accelerating upwards, my shots go higher than where I am. If I'm in a light going 150kph, my aim should be adjusted accordingly. Think of the poptarter: on his way up, he has to aim low. On his way down, he has to aim high. On his apex, he has to aim just right. And that's assuming he's doing a straight up and down and no side movement. Suddenly it's a wee bit harder.
This is already in the game, the projectiles for all non-laser weapons have a travel speed which is accounted for when both the shooter and target are moving.
BattleGnome, on 28 April 2013 - 10:17 PM, said:
Recoil is not the problem (although implementing some form of it into the game would be neat). Heat is the problem.
The fact that mechs can Jump-snipe/poptart isn't even the problem either. Heat is the problem.
This. So very much this. There is absolutely zero drawback to running redline heat builds. There needs to be more encouragement to manage heat beyond "stop shooting before you shutdown".
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The solution or at least more favorable trade-off is to introduce heat penalties exactly like the way MW3 did it as someone mentioned earlier in this topic. This would address the core problem of alpha-build abuse rather than nerfing yet another role. Players would be less likely to alpha if their ammo exploded or if it affected mech systems in general. Hell, make the heat threshold and behavior similar to MW3. That way, alpha striking with even 6 ER Large Lasers could be suicide (at this point, I'm speaking from my experience in MW3

).
There are multiple solutions to the issue that many have posted, some or all of which can be used:
-Return PPC/ERPPC heat closer to or at TT values
-Jump Jets generate mech heat
-Negative drawbacks to mech/pilot based on current heat percentage
-Cockpit shake during some phase of Jump Jet trajectory path
-Increase falling leg damage from mechs that drop like a rock without cushioning the landing
-Slow PPC/ERPPC projectile speeds down
Tweaking the numbers for weapons and heat is easy, it's testing the net effects that becomes difficult. Removing PPC/ERPPC effectiveness just means people will switch back to the Gauss Rifle setups again.