meteorol, on 03 July 2013 - 05:25 AM, said:
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It is canon. PPCs are one of the few energy weapons with recoil. The heavy gauss rifle can knock the firing mech over if they don't skip the movement phase to firmly plant their feet in the ground, so gauss rifles also generate recoil. Autocannons, a no brainer. Rockets and missiles as well. The only weapons that wouldn't generate much recoil are lasers. Lasers in MWO have built-in damage dispersion anyway.
In TT the heavy gauss rifle has a chance of knocking yourself down and it only does a maximum of 25 pts of damage. So why in the hell should this game allow you to fire 35, 40, 45, 55, 60, 90 pts of dmg worth in recoiling weapons all with 1 trigger pull without the same chance of self knockdown as the measly 25 dmg heavy gauss ?
If a player has moved in the past 5sec and fires 25+ dmg worth of recoil producing weapons with 1 mouse click it should have a chance of making his mech fall over. This forces them to either stagger their weapons fire or expose themselves for 5s motionless while bracing for the recoil from a full alpha strike. Or they could cut loose with everything while moving anyway and be prepared to pay the price if they fall down out in the open.
It'd be easy to code too. If you set throttle to 0 and don't jump for 5 seconds make the word STABLE appear on the HUD. That means you can fire whatever you want with 1 click. If you throttle up or jump STABLE goes away. If you fire 25 or more dmg worth of recoil weapons with 1 mouse click without STABLE, you might knock yourself down.
So double gauss rifles, a heavy gauss, huge swarms of LRMs or SRMs, 2 AC/20s, many PPCs you would have to either fire from a stable position, chain fire them, or take the risk of falling. Seems like a fair drawback for putting that much dmg out in 1 strike.
You wouldn't be able to game this system by mounting 2 PPCs and 2 ERPPCs like the PGI heat nerf. And it's consistent with TT and makes logical sense too. PGI won't have to invent pretzel logic to explain why 1 heavy gauss knocks you down but 6 PPCs fired simultaneously doesn't, if the game survives to that point in the timeline. Best of all there is no random cone of fire. The player maintains full control over where the shots land, it just makes massive alpha strikes have actual drawbacks.
Keep in mind, this is something PGI will have to program ANYWAY once the Heavy Gauss Rifle gets added to the game. So why not get it cranked out early and use it to fix the mega alpha strike issue too ?
Any opinions on this idea or ways to improve upon it?
Edited by PanchoTortilla, 03 July 2013 - 11:39 AM.