armyof1, on 12 June 2013 - 08:45 AM, said:
And why do you say the following?
armyof1, on 12 June 2013 - 08:45 AM, said:
No you have not to stand still,
the system i want depends on speed and enemyspeed, range and convergence.
It should nearly be impossible to hit a enemy head with all 4 weapons at 1000m when you go full speed, the shots should hit if you aim right, but go over the whole mech. If you slow down, take time to aim, you have your 6ppc (3ppc+gauss) pinpoint damage back.
Uoke, on 12 June 2013 - 12:17 PM, said:
Whacha think?
Its a mix of some problems that sum up:
-We have pinpoint damage and no random hitlocations, like tt.
-We have up to 20 times the damage of tt.
-We have double the heatcap of tt.
-We have no heat penaltys.
-We have only 2x armor
In tt a 4ppc mech will shut down after one alpha and taking some heatpenaltys, the damage will be 10 to 4 locations.
In mwo the same mech can fire 2,5 alphas in the same time without any penaltys or shutdown all hitting the same spot for 40 damage against only 2x armor.
If a mech have 100 centertorsofrontarmor how many alphas with the 4ppc mech do you need to remove it?
In tt you need around 7 alphas to do it. (100 to the center, 180 spread over the other parts)
In mwo you need 2,5 alphas to do it. (100 to centertorso)
Just upping the armor will do nothing because of the different damage increase (2,5 to 20 times the damage of tt) of the weapons. Reducing the heap cap will do a lot. Only arm convergence and fixed torsoweapons will do a lot too, but thats maybe to much for the most players. Heatincrease for boating screams for macro-exploiting ...
Edited by Galenit, 12 June 2013 - 02:54 PM.