Also I disagree with your solutions as many of them only encourage a specific style of gameplay while hurting all others.
AC, on 27 April 2013 - 03:51 PM, said:
You're right at least up to this point. It's really the pilots, accuracy, and firing rate.
After all, the contest winners? Doing the math some of the top 5 in each category either had 1,700 or more damage as well as a minimum of 3 kills EVERY single match, or in one specific case could have had several great matches of over 2,500 damage and 8 kills in a minimum of 4 of the 10 matches he or she was scored for.
Surely it's not too much damage! But in all seriousness if you're able to actually do damages like that without cheating with the current missile nerfs, something must be way off. Weapons are incredibly over-accurate as it is.
On PGI's other Battletech influenced game, it took me 10 turns of 3 mechs shooting the last enemy to kill it despite having no armor left. Why? The dice rolls kept giving me inaccurate fire.
We already have double armor because mechs were too easy to kill in closed beta.
Also, many of the weapons have incredible firing rates. To counter-balance them, stronger weapons were also given incredible firing rates. As SuomiWarder said, slowing down the firing rates is about the only option left.
That or making it so that different weapons have different convergence rates -- but that only further encourages boating.
So ultimately our two most feasible solutions are quite simple
Accuracy cones (an area that the shot may go to when fired at this target) or reduced firing rates.
Given PGI's previous statements we are clearly going the route of reduced firing rates.
AC, as for your ideas. I confess that smaller weapons should be alloted sub-hardpoints. For example it is quite possible to carry an AC/20 in an Atlas, or in a K2. The barrel size doesn't really prohibit it and the shape of the Catapult actually dictates it should have an easier time having one than an Atlas would. But in the case of the K2 you can hold 2 machine guns, or you can hold 2 AC/20. Which would you decide on? Exactly. In order to encourage you to use smaller weapons there should be a bit of leniency on smaller weapons. Say within 1 ballistic slot, you could carry up to 2 AC/2s, or 3 MGs? Then, in turn, go through and reduce the overall ballistic slots available on said mechs.
As far as energy slots go, there's plenty enough limitation. I don't agree with the 6 PPC stalker, but hey with missiles being worth something we can keep them suppressed to the point we can rush in mediums to take them out. Notice in the field there aren't as many mediums? That's why snipers are so bad right now. Lights aren't enough to take out heavy and assault snipers.
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Why ballistics seemed fine before HSR. Delays and lag in ballistics made them rather unviable, although direct hits guaranteed instant damage rather than the gradual damage of lasers or the non-specific damage of missiles.
In this two Atlas lance, we had to close the distance to really get any real firepower out of our weapons so that we didn't miss so much.
Being a recipient of ballistics was like being in an Earthquake simulator, making two ballistic brawlers severely inaccurate but loads of fun while very disorienting. It also encouraged the use of smaller ballistic weapons.
Knockdowns and having to lead way ahead of a target to hit it gave us a game of chance, such as this Ode to the now missing CN9-AH Centurion. The larger number of ballistic slots but small area to place weapons encouraged attempts such as twin AC/2s and a MG.
Edited by Koniving, 29 April 2013 - 01:17 PM.

















