Hey Paul! I have this totally arbitrary, absolutely fool-proof system idea that can save everyone a ton of hassle!
Its a Weapon Limit that you can mount.
Basically, you set some completely arbitrary limit to how many of a certain weapon you can mount on a mech, and push it so they can only have so much of that weapon.
Sounds like hardpoints? Sure, but its not!
Take this list;
Small Laser
Small Pulse Laser
Medium Laser
Medium Pulse Laser
Large Laser
Large Pulse Laser
PPC
ERPPC
Machine Guns
AC-2
AC-5
AC-10
AC-20
UAC-5
LBX-10AC
Gauss
SSRM-2
SRM-2
SRM-4
SRM-6
LRM-5
LRM10
LRM-15
LRM-20
Okay? now lets cut it down a hare;
Small Lasers can mount to 6 (SPL)
Medium Lasers to 4 (MPL)
Large Lasers to 3 (LPL)
PPC to 2 (ERPPC)
AC-2 to 4
AC-5 to 3 ( UAC-5)
AC-10 to 2 (LBX-10AC)
AC-20 to 1
Gauss to 1
SSRM up to 30 (Streak/SRM)
LRM up to 40
Exceptions on certain mechs that are designed with more.
How does this work?
We say when you are making a mech that you have so many hardpoints, but you are only allowed that number of that particular weapon, or combination of weapons when modifying it.
No needed excess heat doohickey, no more QQ about over abundance of whatever... because it can't be done. Not allowed in this game.
As I said, certain mechs could surpass the limit, but that's a quirk of the chassis and design. Hunchbacks are the only ones that can go beyond for MLs, AWS-8Q have 3 PPC and so on.
So what happens? Well, goodbye horrendous meta, you can't make that.
Alright, I admit - really lazy solution, but that's another solution for you that's better than more coding that'll just cause problems.


Weapon Mount Limits
Started by Unbound Inferno, Jul 23 2013 06:12 PM
3 replies to this topic
#1
Posted 23 July 2013 - 06:12 PM
#2
Posted 23 July 2013 - 06:27 PM
I'm fine with this.
It should make it easier to balance weapons with something like this.
It should make it easier to balance weapons with something like this.
Edited by Praetor Shepard, 23 July 2013 - 06:27 PM.
#3
Posted 23 July 2013 - 08:15 PM
the problem with this is we already have (as you said) hardpoints...and we have critical spaces
the only pinpoint weapons that are effective to boat are energy. guass, ac10, etc all take up a huge amount of crits. which means FF armor, endo steel, ammo, etc is all more limited because of that.
the balancing act of energy weapons is that they take up little critical space and equal tonnage of ballistics, but generate far more heat, so you need heatsinks instead of ammo.
raising the heat scale when firing more than said number of weapons was one of the few things they could do without completely wrecking the game (like making ppcs take up one more crit will make even alot of standard, not boating builds invalid)
personally, i agree with the people who think we need a heat system change. i dont want TT's version exactly. but our current one doesn't punish players the way TT did either.....to quote myself:
the only pinpoint weapons that are effective to boat are energy. guass, ac10, etc all take up a huge amount of crits. which means FF armor, endo steel, ammo, etc is all more limited because of that.
the balancing act of energy weapons is that they take up little critical space and equal tonnage of ballistics, but generate far more heat, so you need heatsinks instead of ammo.
raising the heat scale when firing more than said number of weapons was one of the few things they could do without completely wrecking the game (like making ppcs take up one more crit will make even alot of standard, not boating builds invalid)
personally, i agree with the people who think we need a heat system change. i dont want TT's version exactly. but our current one doesn't punish players the way TT did either.....to quote myself:
WarMonkey14, on 21 July 2013 - 08:01 PM, said:
i always thought this should be included with heat problems. as others have suggested, having a more TT heat scale (one in particular where you have a bar showing heat ur heatsinks can handle and then once you go above you run in risks of damage,ammo explosion, etc.) rather than have ammo and internal damage happen, which would be very often in this game where we need loads more ammo, i'd rather see this be the penalty for having too much heat.
energy weapons can misfire, where they do not shoot but still give you all the heat they would have generated normally.
missile and ballistic weapons can also misfire, but they do equal damage to whatever section they are in based on their damage (ac10 in LA would do 10 points of damage to LA) technically it makes sense to make this only do internal damage, but balance-wise it might be better to do regular damage
you could then still have over 100% factors like they have now for ammo explosion and internal damage if you are in override.
Edit: the balancing act would be the percentage chance you have based on how much extra heat you have for weapons to misfire
i also didnt add the damage factor for energy weapons since they should generate far more heat. if this becomes not enough of a risk factor, just make it where the energy weapon has a chance to also crit itself and be destroyed
energy weapons can misfire, where they do not shoot but still give you all the heat they would have generated normally.
missile and ballistic weapons can also misfire, but they do equal damage to whatever section they are in based on their damage (ac10 in LA would do 10 points of damage to LA) technically it makes sense to make this only do internal damage, but balance-wise it might be better to do regular damage
you could then still have over 100% factors like they have now for ammo explosion and internal damage if you are in override.
Edit: the balancing act would be the percentage chance you have based on how much extra heat you have for weapons to misfire
i also didnt add the damage factor for energy weapons since they should generate far more heat. if this becomes not enough of a risk factor, just make it where the energy weapon has a chance to also crit itself and be destroyed
#4
Posted 23 July 2013 - 08:23 PM
Eh, its not what I want - but its a thought.
What I want is a better heat scale for generation and dissipation, more like TT to sustain fire.
A Heat Penalty system for the +30 heat as you overheat.
Hardpoints to go poof along with Group Fire and Alphastrikes - forcing Chain Fire.
Require additional hardware to instlal for that Group Fire ability.
Then balanced weapons around the Crit/Ton setting with the weapon damage/recharge set so it feels right - regardless of what it actually does to balance it out.
We could allow a 4x PPC stalker to work, but if it wants group fire it needs a Targeting Computer (+7 tons/crits for 28 tons weapons) which is a huge load to haul., have the system increase the heat cost to fire in a group and voila... balance since it can't do really sustained fire with restricted heat cap and penalties on top of the alphastrike being so expensive. I figure it'll get one Alphastrike then need to cool off as its penalties pay it back.
But I don't see PGI wanting to do that.
What I want is a better heat scale for generation and dissipation, more like TT to sustain fire.
A Heat Penalty system for the +30 heat as you overheat.
Hardpoints to go poof along with Group Fire and Alphastrikes - forcing Chain Fire.
Require additional hardware to instlal for that Group Fire ability.
Then balanced weapons around the Crit/Ton setting with the weapon damage/recharge set so it feels right - regardless of what it actually does to balance it out.
We could allow a 4x PPC stalker to work, but if it wants group fire it needs a Targeting Computer (+7 tons/crits for 28 tons weapons) which is a huge load to haul., have the system increase the heat cost to fire in a group and voila... balance since it can't do really sustained fire with restricted heat cap and penalties on top of the alphastrike being so expensive. I figure it'll get one Alphastrike then need to cool off as its penalties pay it back.
But I don't see PGI wanting to do that.
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