Thomas Dziegielewski, on 02 October 2013 - 12:17 PM, said:
I think so not to throw off weapon balance initially the bonuses will have to be quite small.
1% damage boost
-5% range penalty
and the AC Bullet is tinted a bit blue
etc.
And to add to the RPG element it'd like to see, say if the manufacturer headquarters is located on a hot planet, the weapon by that manufacturer would reflect the need for a cooler running weapon by sacrificing some other stat.
Honestly that is a bad way to go about it.
If the bonus's are not significant enough to be worth while what's the point? There isn't one.
Two ways of going at is to keep the same relative DPS but tweak how the damage is dealt.
For instance you do less DPS the more you frontload the damage (IE 1 shot / burst)
And more DPS the more up time the weapon requires (Sustained)
The best way to go about balancing the weapons is to have "NAMED" Weapons require two slots of their respective hardpoints.
For instance a Jenner-D has 4 Energy (2 in each arm) and 2 in the CT.
But lets say you wanted to run a Ceres Medium laser in each arm that offers a bit more dmg and heat but requires 2 Energy hardpoints to equip.
So you could only have 2 Ceres medium lasers (1 in each arm) and then of course your 2 missile slots.
This way you could get builds that are not necessarily built around the all might "MOAR" weapons! but instead tailored to a players "Play-style" instead of just straight up numbers.
I would totally give up another hardpoint to have a weapon that I feel better fits my playstyle allowing me better able to use that weapon rather than have x2 weapons that I feel I use poorly.
Like I said these weapons don't necessarily "DO" more DPS, they just deal it differently.
Like the above mock-up, let me repost it to show.
The whirlwind AC2 works a lot like a long range Machinegun, It deals more DPS but requires a constant uptime to be able to access that improved DPS. And of course the heat is nearly the same.
The Federated AC2 deals it's damage as if it had fuel. You hold down the trigger it burns out the fuel up to 2 secs worth, but requires 3 secs of recharge time for every 1 sec of fire time. It automatically reloads and recharges when not in use and you can use it as long as you have charge. So you could use up the entire 2 secs of charge time to dish out 12 damage, but have to wait a full 6 sec to recharge it to full or wait till you have enough charge to fire.
The last one is the Kaliyama which deals damage a lot like a regular laser. It has a 1 sec duration during which it spits out a stream of shells that you must keep on target but has a much longer cooldown. This weapon actually deals less DPS than the regular AC2 because it front loads the damage.
Also some of the above weapons suffer less Maximum range or smaller effective range.
For more Weapon ideas see this thread:
http://mwomercs.com/...n-modification/
Or better yet PM me and we'll chit chat over TS3.
Or even better yet sponsor me for a Canadian work visa and get me hired. =)
Edited by Carrioncrows, 11 October 2013 - 12:35 AM.