------*UPDATE AT BOTTOM*-----
The Gauss/2 ERPPC fad that was just brutally murdered was preceded by another fad. It will be followed by yet another (LLAS or UAC/5 is my guess). You can't keep nerfing weapons that become dominant in the meta. The cycle will be endless. What's needed is a solution for the core mechanic that is causing this cycle in the first place: pinpoint aiming.
Pinpoint accuracy (ie weapon convergence) needs to have a tactical trade off of some kind. That tradeoff should be mobility. This comes straight from the tabletop, and older MW games as well. As your mech moves, your aim should shift with each footsep. The faster you move, the more severe and more frequent the shift. This would need to be adjusted according to mech tonnage/speed ratio, to keep lighter mechs competitive at their higher speeds. It should also tie into cockpit shake, which currently doesn't affect aim at all (it just affects your visuals- if you were lined up, the shot still hits).
The great advantage of this is that it's under the pilot's control. A skilled pilot can adapt to their mech's rythm for increased performace. The second great thing is that it forces the meta to naturally evolve around it, without unintuitive, undocumented features like Ghost Heat. Balanced correctly, it will allow snipers to continue to have their place on the battlefield, but stop them from retaining their pinpoint accuracy at close range. At long range, a mech at full speed should still be able to hit a target, but not be able to reliably aim at one section. This would make brawlers, and light and medium mechs the natural counters to snipers. Tying it to cockpit shake enhances the effect of suppressing fire and boosts the teamwork game.
Summary:
-Snipers are balanced without being nerfed.
-No cumbersome, undocumented mechanics.
-The player skill curve is enhanced.
-Creates a new tactical decision that must be evaluated from moment to moment, enhancing gameplay in general.
-Brawlers are indirectly buffed, by making their role clearer and more necessary.
-Fast mechs (light, medium) are indirectly buffed.
-LBX/SRMs are indirectly buffed, with their spread becoming an asset rather then a weakness.
-Pulse Lasers are indirectly buffed.
-The fix applies to all weapons, current and future, including Clan Tech.
-It holds to classic tabletop concepts.
-It just FEELS like being in a walking tank more.
----*UPDATE*----
I figured out how to implement this. Add a small amount of motion-sensitive drag to each hardpoint. As your mech moves, the physics system makes your aim drag slightly behind it. That's it. The faster you move, the more the drag. Make sure that movement from footsteps are included (think about your cockpit bounce as you walk). Nothing is hardcoded, it's all done in real time by the games physics. That means there's no RNG, and because you are in control of your own movements, you are in control of your aim as well. Because it's done per-hardpoint, massed weapon focus fire is addressed. Could even make it different between different hardpoint types, like arms/torso. Arms could drag smoothly but more slowly, and torso mounts would be jerky and bouncy but update fast. Or something like that. Could add a recoil effect as well, so things like UAC/5 are no longer OP without needing to nerf them. This would add a massive amount of gameplay options, and balance the game as well.
So, summary. Again. : no cone of fire. No RNG. Everything is directly controlled by you, the pilot. Pinpoint aiming still exists as you've always known and loved (or hated) it, but it becomes much more dependent on pilot skill. And nothing needs to be nerfed! What's not to like?
Edited by RandomLurker, 15 September 2013 - 11:43 AM.