DarkJaguar, on 01 July 2013 - 08:01 PM, said:
Additionally, PGI could offer different variants of weapons based around the same DPS, I.E. instead of all AC20’s dealing 20 damage in 10 shots, players could select a cannon that does 20 damage in one shot with a 10 second reload time, one that does 20 damage in 4 shots with a 2.5 second reload time between shots, or one that does 20 damage over 10 shots, firing a shell every half second.
This is the only bit I didn't like from the OP. I like the simple solution of taking DPS straight from TT and using math to set the damage for more frequent than 10s shots. Other than that, spot on.
My only problem is this, OP: these are not original ideas. That's not a knock at you by any stretch of the imagination. Your OP pretty much captures exactly what I think should be done with damage, heat, convergence, and so on, and it echoes what other folks around here have been saying for a long time. That's the problem: despite these fabulous, simple balancing concepts being suggested repeatedly, PGI has chosen to balance by playing with numbers, the so-called "ghost heat", and completely ignoring the issue of pixel-perfect convergence. My fear is that you'll be ignored as well.