John Wolf, on 09 October 2013 - 05:48 PM, said:
@Rhent
We talking about the older game hardpoint locks? Like If it comes with a PPC standard, you can't strip it to add as many Mediums as you want? Sorry, not following you just yet.
That is one option but I think an invalid one. The old MechWarrior games limited weapons by slot numbers. Larger weapons took up more slot numbers while smaller ones took up smaller numbers. But there was no limit on the number of weapons that could be equipped.
What needs to happen, in my opinion, is to force a limit of # of weapons that can be equipped (like MWO does now) but limit those hardpoints with a size modifier.
Take the AWS-8Q. It's default loadout is 3 PPCs and 1 Small Laser. With modifications done by PGI, it can now equip not only those 3 PPCs, but also additional energy weapons in the same location.
Instead, what should be happening is that each of those locations has the 1 Large Energy hardpoint to allow the stock build to be created, but the additional hardpoints would be reduced in size.
So, for example, the LT of the AWS-8Q would be 1 Large, 1 Medium, and 1 Small Energy hardpoints.
To me, personally, this is my #2 biggest problem with MWO. With the open ended weapon hardpoints, there is no difference between an Awesome and a Stalker in terms of what can be equipped. And thus, the Stalker was played over the Awesome because it's silhouette was better. But giving the Awesome the only mech to equip 3 Large Energy hardpoints in the assault class, it makes it unique.
And to continue with this subject of odd weapon design, we have issues with pin point accuracy/convergence (#1 issue with MWO). This is leading to the "drilling" effect that we see today, with one section taken out and no other sections rarely hit. This is especially true with arms, which you only ever see damaged if someone torso twists into the fire. There needs to be some balancing changes to make arms important over torso weapons so that players may make the decision to destroy them before destroying side torsos.
This leads to the #3 problem, the weighted armor distribution armor system, based on random weapon damage, in an aiming system that allows for all weapons to hit exactly where you aim. It places too much emphasis on hitting torso sections because it will also destroy the arms along with it.
It would be hard for me to give you an exact answer on how to fix this, but there has been MANY suggestions offered on the forums on how to fix this. If more detail is wanted, I would suggest asking either myself directly, or some of the big names like Homeless Bill, HHR Insanity, and a few other names in which you can find their suggestions that dot the forums on why and how this should be fixed.
Edited by Zyllos, 09 October 2013 - 06:09 PM.