SteelPaladin, on 04 September 2013 - 06:26 PM, said:
All that means is that folks will pick a primary weapon and a backup/space-filler weapon. If you don't add some form of differentiation to make weapons shine in place of what you're taking away, the go-to weapons just become more clear.
When you got one ballistic, 2 energy and 2 missile hardpoints, I would expect the go-to build be 1 Gauss and 2 PPCs in the current meta, and not use the missiles, unless the mech really has the weight for it.
There is little chance you'd see a Gauss + 1 PPC +1 LRM build here, despite this being, range-categorywise, completely sensible. It isn't sensible because that's 3 different aiming and firing characteristics and only about a 4.25 second interval to make it all work together.
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How do you make an AC/2 synergize w/other weapons? Do you drop it's projectile speed and refire rate so it's more in line w/other ballistics? At that point, who's going to want to use it at all, that kind of tonnage for 2 damage against double armor that'll scatter like crazy towards the upper bounds of its range because the projectile is so slow? Do you speed up other ACs? At that point, is an extra 100m range even worth it when you can have an AC/5 for only 2 tons more?
Yes, that is the kind of stuff I would do. I might also rename it "Small Auto-Cannon" and give it whatever damage per shot it needs to do to be viable and synergize with other weapons, instead of being slaved to that stupid number 2.
My synergy groups would probably be AC/2 and AC/10 (same speed, AC/2 half the cooldown as the AC/10 or something like that) and AC/5 and AC/20 (same speed, AC/5 half the cooldown as the AC/20).
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Nobody's got 6 tons plus ammo weight just sitting around that they're going to burn on it if the gun doesn't stand out in some fashion. If the only reason to pick it is "eh, I've got the space, and it'll nudge my damage," it's never going to get picked. There's always something better to do w/that much weight.
Is there? If the AC/2 is worth its 6 tons, there isn't anything better, only something equally useful. If the weapons synergize, then adding an AC/2 to the mix of some other weapons is practical and useful.
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Don't get me wrong, I don't think giving weapons firing quirks like the GR is going to do anything good for variety. They do need to make sure that weapons have firing patterns that synergize better so that combining multiple weapons is not more painful than loading more of the same gun. At the same time, however, they also need to make sure that every weapon has a role in which it shines. Any weapon that doesn't have one is just a trap for players who haven't learned enough to know that using it is hurting them (kind of like SHS right now).
The AC/2 has a role - it's one of the longest ranged direct-fire weapons in the game. Currently it also has the role of the massive ROF weapon, but I think that's hurting its viability more than it helps.
Maybe part of this game's problem is that weapon ranges are inflated. You don't need the ability to fire up to 1.200+m Most of the action is probably within 0 to 800m. if the damage drop offs started much earlier, then yes, 100m extra range can make a difference. I think it's part of the problem why the AC/10 is so lackluster compared to the AC/20 - the AC/20 is in a "sweet spot" of range, still dealing 10 damage at 540m, a range at which the AC/10 is already no longer at 10 damage. So it seems bascially superior in 3/4 of the main engagement range, and it costs only 2 tons more.