I for one am tired of reading threads about how this weapon or that one is overpowered and broken. Why? Because other than the exception of PPCs, which are simply objectively too heat-effective and accurate (travel speed) compared to similar weapons, the weapons are not at fault. The hardpoints are.
The issue is not with the gauss or energy weapons, its when those are boated. Likewise, LRM are fine and even borderline mediocre unless you have 40+ of them in a single volley. Even the AC20 is more than reasonable unless you wear 2 of them at once. The issue is that mechs are not meant to stack many of the biggest weapon they can find. Mechs in the Battletech universe use a multitude of different weapon systems at the same time, often combining a single big long range weapon with a couple med lasers or such. Even traditionally boating mechs (Cat with missiles or Rifleman/Jagger with ballistics for exemple) were never meant to stack the most potent of their respective category to the exclusion of all else.
Imbalance therefore lies not in the weapon, but in how we can put them on mechs.
"But Nikijih, we already talked of hardpoint restrictions but people dont want that!"
Indeed, that is very true, and I somehow agree with them. Why? Because Mechwarrior (and in fact all mech games to an extend) is about customization, and restricting hardpoints on a weapon-to-weapon basis would indeed lower significantly the amount of available customizability by limiting the possibilities severely.
How then to get around this problem? The lore already provides the answer: myomer fiber maximum capacity!
In the Battletech universe, mech muscles arnt all powerfull. A commando, for exemple, could not raise its own arm if it was equipped with a LRM20 or a Gauss. There is a limit within the chassis itself due to the limitations of the myomer fibers.
So how to translate this into the game world? Easy: weight limit per limb!
Instead of the current unbalanced model, this would:
1) Limit the amount of "optimal weapons" one can use on the same limb
2) Limit the ability of smaller mechs to forgoe conventional weaponry and armor in order to equip a single top-of-the-line weapon.
Essentially, it would force variety.
- Chassis and harpoint locations suddently become more significant in terms of possible equipement (torso can support more weight, mutly-hardpoints of the same types on a limb allowing less optimal weapons of that type than if they are spread out, etc),
- Accentuates the difference in terms of firepower between the different classes (heavyer mechs having bigger muscles) and roles (arm shape impacting its maximum weight, allowing cat or jags for exemple to remain the support platforms they are meant to be).
- Fights would naturally gravitate towards closer ranges as many mechs would no longuer boat or even be able to equip sniping weapons which are the heavyest by default.
- Issues related to boating would be diminished by the impossibility to stack irrealistic numbers of high damage alphas on most chassis
- Customization is still 100% in the hands of the player. He does not have someone telling him that his chassis can only equip X and Y weapons but not Z and etc. Yet the limiting factor that is already present, weight, now balances the hardpoints themselves relatively to the chassis it is on.
- No need for an esoteric heat-penalty system that is counter-intuitive and illogical for the most part.
This, in combination with a PPC efficiency nerf and a convergence tweak (i personally think weapon convergence would be fine if it was based on the weapon's optimal range instead of the reticle itself so that projectiles cross each other at that distance, making anything closer or further less accurate), would probably fix most of the blatant balance issues plaguing this game currently. Weither you agree with me, or think im bat-crap crazy, thats what this thread is here to discuss
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Edited by Nikijih, 28 July 2013 - 08:37 AM.