Khobai, on 30 October 2013 - 09:55 PM, said:
They cant even balance the 4 base autocannons and you want to add 3 variants for each one? no thanks.
Honestly the main issue with the ACs
and is that they generally fire too frequently for too much pinpoint damage, the variants would be considerably more balanced than the originals even when based on the originals in MWO.
One suggestion that really stuck out was to reduce the DPS of the single shot variants, but base the multi-shot variants on the original values. Example, single shot AC/20 make it 4 DPS (5 second refire rate) while keeping the multi-shot ones 5 DPS (4 second time slices).
The beauty of the design is that any tweaks are easy to spread across the board as any variant and sub-variant has 5 simple rules, and the irony is I didn't even have to make them up. It was part of the MW3 designer notes though the concept was scrapped due to game limitations. These rules are based on the TT 'classification' rules, which makes it even more beautiful even though TT can't account for things like recoil and spread:
- Its optimum ranges must match.
- Its DPS must match.
- The overall heat generated per time slice / cycle must match.
- It must weigh the same.
- If it has ammunition then the total amount of ammunition per ton must match the intended damage potential of all other variants per ton of ammo.
Though specifically I'm looking to add MWO's 12 unique variants to the AC/20.
The Crusher exclusively has 3 sub variants (the unknown one clearly must be a burst style with a different burst and magazine reload rate. Either slower burst and faster magazine rate or faster burst and slower magazine rate).
(Actually went back and looked. Crusher has 2 variants. The Chemjet Gun is the one that has 3.)
The Chemjet Gun has three variants, likely two different burst variants and a MG style (figure 1 shot per second; basically a 14 ton faster firing AC/5 with 4*7 = 28 shots per ton versus the AC/5's 30 shots per ton, 1.5 heat per shot for MG-style chemjet).
This totals 15 variants, but only 12 truly unique ones.
13 AC/10s variants. No subvariants.
9 AC/5s variants. 6 unique, 3 sub-variants. The ones with subvariants are Armstrong J11 (has the original and two sub variants. 1 MG, 2 burst), and the General Motors Whirlwind (specified as a 3 shot AC/5, so one MG and one burst).
4 AC/2s variants. No sub variants. (We know one fires 10 shots to make 2 damage, and thus is a 6 ton MG with incredible range. The other 3 have no information, though clearly one is a single shot AC/2, aka MWO's version so we have some play with 2 more variants. I can't imagine a burst version is possible with AC/2s).
44 regular Medium laser variants not counting the sub-variants. Though I wouldn't expect more than 10 to make it to the game. (Quicky ideas. Constant beam ala Star Trek Phaser. Charge and fire instant damage ala Spartan Laser [Halo].) About half of these are clan medium lasers.
13 Gauss Rifles with one sub-variant of Poland Main A making a total of 14 for just the inner sphere (there's another 6 or 7 for the clans). The Poland Main A and its subvariant belong to the
Hollander and the
Banshee and despite their huge mech size difference the superior version of it is clearly mounted on the Hollander.
12 unique regular PPCS with 10 sub-variants totaling 22 PPCs. I'm certain most of the sub-variants here will just be thrown out and their names just applied in community warfare to affect prices.
15 unique ER PPCs. 3 sub-variants. Like for PPCs, some of the ER PPCs are clan tech ones.
Quite a few SRM, LRM variants, a few Mech Mortar variants, a number of LB variants for each category and a number of UAC variants for each category.
(Note: LB variant rules state that the total damage inflicted per shot or volley match its name. These can be varied in 2 ways. One, they can be varied by the number of pellets put down range. There's an LB/2 that has a spread of 20 pellets, and there's an LB-20 that only fires '2' pellets. So this can vary quite a bit. Two, they can vary like ACs by having multiple shots in either burst or MG styles. PGI would most likely opt for method one though it'd be easy to combine both methods).
(SRM variants can be done in a number of ways but would mainly encompass their slight tracking ability, spread patterns, flight patterns. Tube counts could also play a role here.)
(LRM variants do not have much play room I haven't really touched how to go about this yet and it was not included in the dev notes for MW3. Mainly concepts could involve when/where they adjust their flight patterns. For example currently if the target's beyond 500 meters the LRMs will go high. What if another kind started going high at 200 meters? What if another kind never tries to go up high? Just a thought.)
For fun... The Tomodzuru Autocannon Mount Type 20 that comes stock with every Hunchback 4G
in action on video. It's a 5 shot burst, though in lore it supposedly has a very nasty recoil where here the recoil barely exists. Notice the Centurion (oh god it's ugly) also has a 3 shot burst from its AC/10.
And the
AC/10 sounds (and UAC/10 and a PPC sound for fun) from MW3. It sort of reminds me of Ed 209's gun arms.
Edited by Koniving, 31 October 2013 - 08:31 AM.