Right now the projectiles travel at a set velocity; the velocities are chosen from a Gaussian curve with a width of zero. I propose changing that to a probabilistic curve with a width dependent on how many weapons of the same type that are being fired. Similar to the heat penalty PGI has discussed, except this prevents the problem rather than just punishing it after the fact.
Let's take PPC's for example. Their mean velocity is 2000. If you fire 1 or 2 PPCs, let's keep the sigma very small, around 10 or so, so one might come out at 2005 m/s and another at 1990 m/s. This would make hardly any difference to whether they hit the same mech or even the same component.
Then maybe for 4 ppc's simultaneously you get a bigger sigma, like 250. Then you might have one PPC coming out at 2000 m/s, another at 1750 m/s, one at 2080 m/s, and perhaps one really over-excited particle bundle went super fast at 2300 m/s. The chance of all four of these PPC's hitting the same component on a mech is near zero, if the target is moving. For 6 PPC's, let the sigma go wild, with the chance of them all coming out with a similar velocity extremely low!
This changes nothing for stationary targets. But for moving targets, playing the game correctly, it provides a modicum of protection against long range pinpoint alpha.
Edited by HansBlix WMD, 22 June 2013 - 08:34 AM.