Garth Erlam, on 11 June 2013 - 09:28 AM, said:
Design is looking at this, no worries, but I wanted to give my own opinions.
One thing I want to avoid is anything that punishes Light mechs for 'boating' similar weapons, or to make movement-based accuracy reductions. For the former, take the Jenner F. You really can't play the Mech without boating. Also - you NEED to alpha that damage as the beam time (of 1 second) means you want as much as possible hitting exactly where you want. The beam, though, means the enemy can react and spread the damage, which I LOVE - anything that can be countered with skill I enjoy seeing. For the latter, accuracy being reduced when moving will encourage people to never move, and will make things more stagnant, gameplay wise.
I want to tackle the problem weapons, which I think are pretty narrow - PPC/ERPPCs in large numbers, and combos of Gauss/AC20's/PPC's. Suggestions I've already forwarded from here, twitter, facebook, PM's, ingame, Reddit, etc:
-'Beam time' PPC's (shorter than a LL, but noticeable)
-'Charge time' PPC's (it takes 'x' of a second to charge up before firing)
-PPC's with 3 health
--PPC's with 3 health that explode, doing 10 damage
-Individual heat scales for PPC's (so PPC's can overheat and explode when constantly used)
-Give both ERPPCs and PPCs a minimum range of 'x' where they do ZERO damage.
-Allow only 'x' damage to a single location every 'y' seconds
-Give all ballistic weapons 'burst' fire - IE. Gauss could be 3 5 damage shots in quick succession, AC/20 is a pair of 10 damage shots, etc.
-Lower PPC travel speed
-Have weapons lose convergeance the more weapons are fired at once
And many more, but those were ones I can remember off hand.
I would like to add my thoughts to the ideas posted above hoping to contribute to any decision making:
- Beam PPCs: yes I also sugested this a long time ago, shorter than LL for sure, maybe similar to large pulse but without the pulse effect
- Charge time PPCs: agree, no more than a second, audio feedback
- PPCs with lower health and stuff: is that really necessary? make them too bad and noone will use them
- Individual heat scales: it would add to the complexity, another heat bar?
- er/PPC minimun range: not really necessary if you make them a short beam AND require charging time, instead I sugest splash damage so you damage yourself if fired at point blank range
- x damage on location per y seconds: disagree, not the way, would much prefer lower weapon convergeance
- ballistic weapons burst fire: I like the idea, except for the gauss, actually my idea would be an AC20 would burst fire 20 shots with 1 damage each, AC10 would be 10 shots and so on, LBX could still shoot them all at the same time in shotgun style like it does now. Current implementation of AC feels wrong, its like AC20 has a bigger cannon shot than AC10, instead all cannon shots should be same size, but bigger weapons fire more of them with each volley
- lower ppc travel speed: neg, speed is fine as it is, but would sugest beam duration as well (so its different than LL because it takes time to reach distant target, but higher damage over shorter beam duration)
- weapons loose convergeance: its a possibility, would make more sense if the weapons lost convergeance with increased heat levels
I will add further sugestions concerning convergeance: Someone wrote about a targeting computer, I like the idea and it feels battletech, the target computer should be an important component in a mech, located in the cockpit so it could be damaged when cockpit is hit, its also a good idea to give clan mechs a better computer like they're meant to have. Target computer should affect weapon convergeance, destroyed computer means torso mounted weapons should fire straight ahead and arm mounted weapons more innacurate; Both crosshairs should be circular, with arm crosshair circle smaller, fired weapons should converge on a location inside the circle but not necessarily the middle. Movement speed, jump jets and heat could dynamically change the size of the crosshair, as well as mech tree unlocks, modules and a clan targeting computer.
This should not be an arcade game where people with good mice will be better than others less fortunate because they can aim better, having a circular crosshair means you may want to stop if you want to hit a target 1km away, but if you stop you're a sitting duck too, and for targets at closer range you dont need to, it just means you'll probably hit multiple locations and not just the center torso you're aiming at or whatever, there are plenty of ways an experienced player can shine, while noone likes getting cripled in the first minute of a game just because someone spoted you 800 meters away and fired 6 ppcs at your center torso.