Varent, on 12 January 2014 - 06:40 PM, said:
actually they are balanced, they are unbalanced because they are put into situations that MAKE them unbalanced. The weapons themselves are fine with the exception of a few minor changes to the large lasers. Your percieving an unbalance because of how they are being used with jump jets unless you are reffering to there strength versus lights in which case they should in fact be scary to them.
The jump snipe tactic is only a result of evolution.The reason for the poptart is to enhance the effectiveness of delivering massive pinpoint strikes while limiting exposure to receiving more of the same from the enemy.
So let's say we "fix" the jumpjet and alpha interactions. What do we still have remaining? 30-40 point alpha strikes still being the best means of dealing damage,lasers and missiles still being secondary to pin point front loaded damage weapons like PPCs and ACs.
Even if we manage to fix jumpsniping to enhance brawling the brawling is still doing the same meta with the same weapons that will fall into a pattern of repetative tactics supporting a narrow meta game revolving around exploiting a mechanics issue.
The only way I can think of to repair this mechnics failure is to alter the perameters of how damage is applied.
Some people have suggested altering weapons to be burst fire or splash damage etc.This again is focusing on the weapons and not the application of damage to armor.
If we change ACs to burst fire we have repaired the pinpoint damage issue at the cost of making ACs a tactical clone of lasers and as a result we lose diversity.
If however we retain the firing characteristics and pinpoint damage that the AC class of weapons have but alter how the armor is effected by the damage we retain the tactical diversity of snap fire weapons.
If for example ACs/gauss/PPC/ER-PPC weapons inflicted 100% damage values to armor but a lower value to internals the Pinpoint damage weapons would be ideal "can openers" that have a set strategic purpose as armor defeating weapons with the down side of reduced effects against internal structure and internal components.
Some other alterations would be needed to create a support structure for this mechanics alteration like increased internal structure values and improved component hit points and an enhanced critical hit mechanic.