Thundercles, on 07 July 2013 - 08:55 AM, said:
I can't speak for anyone else, but about 80% of the time when I shoot someone that is in midair (like, point blank, highlander takes up my entire view, can't possibly miss, even...) damage just doesn't register. I'll get the red crosshairs, and sometimes even the enemy paperdoll will flash, but little to no damage sticks. Even with lasers. I assumed that was why people did it, to cheese hit registration. It surely isn't because they're harder to hit.
I still see this but it is not as bad as it used to be. I have blasted several mechs out of the air recently, but sometimes there are are issues with hitting mechs that are using JJs. I have noticed that it seems to be easy to hit them when they are falling but much more difficult while the JJs are actually engaged.
Nasty McBadman, on 07 July 2013 - 09:21 AM, said:
I posted an idea down in the "suggestions" area but I don't know if that gets read

. I just want to know if anyone in this thread thinks this could help the meta and future of MWO. The weapon systems on a mech need power to function, much like heat limitation, space limitation, tonnage limitation, I suggest power limitation. (apologies if others have already suggested this).
Each weapon type requires dedicated power to make it function. An AC20 may need 20 kilowatts in the ballistic power subsystem to power the feed mechanism and the actuators to aim it, a PPC may need 10 kilowatts in the energy weapon power subsystem to charge and fire. Just because a mech can fit the weapon does not mean it has the power required to use the weapon. This could make for a good balancing method. The total power a mech is capable of generating across its subsystems could be like 10% over the stock configuration for each variant. This would still allow unique builds and creativity but it would cut down on things like the hexaPPC stalker. Any thoughts?
There have been a lot of proposals similar to your idea. Homeless Bill posted a very detailed idea and the thread had a lot of discussion. Personally, I am against adding a resource mechanic. I think it overly complicates an already complicated game. There are already two systems in the game that can deal with this: heat and convergence. Well, convergence is basically turned off, but the system already exists.
In my opinion the best solution is to set a static heat cap that does not change. Balance (increase, probably) heat dissipation around this. That limits the firing of high heat weapons. Add in a heat scale with penalties to movement, convergence, etc. and you really encourage people to treat heat like a resource instead of ignoring it as happens.
The second part, convergence, addresses builds that do not use high heat weapons. I would set it up so that whenever you fire two or more weapons that each do 10 or more damage you get a penalty to convergence and that penalty gets stiffer with each big gun you fire but it would not impact any lasers. Convergence could also be impacted by movement and heat. This would encourage people to use chainfire and would reward those who can aim more consistently. DPS matters again and DPS builds become much more viable.
Edited by Lostdragon, 07 July 2013 - 10:04 AM.