Posted 11 July 2013 - 12:52 PM
I don't think this the OP's suggestion is quite the right answer. I actually do think a WoT-style accuracy cone is better (with modifiers for movement, heat, and damage), although I don't think the cone needs to expand nearly as far as the weapons do in WoT. At maximum, the cone should be the radius of the current missile lock reticle.
For missiles, I think they need to raise the damage to 2 for LRMs, and 4 for SRMs, but increase the spread. For example, standard LRM volleys with LoS should be scattered within a radius of 5m. Standard LRM volleys w/o LoS (3rd party spotting) should expand the radius to 10m. LRMs w/o a lock should expand to 15m radius centered on the point where they last had a lock. SRMs should have a 5m radius spread. Yes, that means fewer missiles might hit, but when they do hit they have more of an impact.
Most of this conversation is about convergence and alpha striking of direct-fire weapons though. I don't think the "solution" is necessarily to scatter or spread weapon groups, because that negates the almost the entire point of having weapon groups to begin with. I think most of the problems lie in the design of these weapons, where they've only taken bits and pieces of TT values and left them unscaled with other changes that are inconsistent with TT values. It needs to be all or nothing, and if they choose "nothing", then this might as well be a completely non-BTech game anyway. I'm not saying that all weapons need to have a 10s cooldown/reload/refresh, but god forbid anyone here has to wait more than 3 seconds to fire a weapon again. If they're going to double armor values for more granularity, then a PPC needs to do 2 damage per second. Whether that's 20 damage per 10 seconds or 10 damage per 5 seconds, or 5 damage per 2.5 seconds.
And with that, I think that the best answer for high alphas is not convergence or additional heat, but actually refresh/reload time limits. In the lore, rarely do they ever talk about weapon groups, except as Alpha Strikes. And when they do have a character performing an Alpha Strike, it's always a last-ditch desperation maneuver or something they had to make a special firing circuit for (and thereby risking the weapons not functioning at all). How I would translate that into MWO: for every weapon in a group, add that weapon's refresh time to every other weapon in a group.
So, if someone fires a 4-PPC group shot, where PPCs currently have a 4 second refresh, then every PPC in that group now has a 16 second cooldown. If a HBK decides to fire a 9-MLaser Alpha Strike, each of those MLasers are now unavailable for 27 seconds. The larger the Alpha, the longer the weapons are offline. This keeps weapon grouping and even alpha strikes as an option, but adds a risk that you won't have those weapons back online when you want them.