Lykaon, on 03 July 2013 - 03:49 AM, said:
Any given hardpoint should have two characteristics.
It's type,ie. Energy,Ballistic,Missile or Omni
And it's maximum critical space available to fit a weapon.
An example Stalker may have a hardpoint layout as follows.
Head: No Hardpoints
CT: No Hardpoints
RT/LT: 1 Missile Hardpoint with 4 max critical spaces
1 Energy Hardpoint with 2 max critical spaces
RA/LA: 1 Energy Hardpoint with 3 max critical spaces
1 Energy Hardpoint with 1 max critical spaces
1 Missile Hardpoint with 6 max critical spaces
RL/LL: No Hardpoints
This leaves plenty of available customization options but none of them allow for more than 2 PPCs or ER-PPCs.
You could make an LRM boat with 2 Artemis LRM20s and 2 Artemis LRM10s with TAG and 3 medium lasers.This is a formidable long range platform but it will not lay out 40+ damage to one spot in under a second.
You could opt for 2 large lasers 4 medium lasers and 4 Artemis SRM6s also a potent build but incapable of precision spike damage.
If you want a surgical mid range mech you could go with 4 large lasers
There are plenty of variables to customize this mech but the Hardpoints are restrictive enough to prevent Alpha Boating direct fire and pinpoint accurate weapons.
But what about those mechs that do have 4 PPCs? Like a Clan Warhawk (Massakari)
This mech would retain the ability to boat 4 PPCs if desired but the design team can limit the impact this has by giving this Warhawk some chassis specific characteristics that balance this out.Slower or more limited torso rotations,Limited arm pitch angles or arcs etc.
By addressing Hardpoints directly we allow for specific mech chassis and variants to be balanced via use of hardpoint size restictions and quirks.This type of mechanic will allow for direct manipulation of specific mech variants rather than create a mechanic that applies broadly and possibly becoming overly restrictive to unintended mechs.
This is the correct, and only viable solution to fix the problems regarding mwo weapon loadout balance.
The problem is that IGP is more worried about introducing new mechs that further skew any resemblance of balance rather than fix the plethora of mechs/variants that already exist... In the end it comes down to what pgi and igp are trying to do, are they trying to make a quick buck off a hardcore fan base? Or are they trying to produce a ground breaking product? At the moment, it's pretty damn obvious that filling their coffers with these gimick "deals" selling infinitely generated digital property to keep drawing all you neckbeards back.
Edited by lartfor, 03 July 2013 - 09:00 AM.