Trashforged, on 17 January 2014 - 12:01 AM, said:
LOL, I often wished that flamers would cause ammo explosions in the area where it was focused. So a poptart player would then be vulnerable to lights and mediums which flame their ammo locations, causing them to be legged in no time. That would go somewhere positive towards balancing it.
Poptart loadouts will give you a psychological edge. People rarely mention that as a factor towards the perception of balance, even experienced players will feel affected by their presence.
As far as my opinion on possible solutions. Jump jets currently have different classes for each weight category, which means an different heat amount can be given to each. Lights won't necessarily suffer. In addition, a set amount of fuel should be lost initially after each jump, to stop jump spamming, if you jump you commit to jumping. HSR won't have to work so hard then.
AC's would work better in a stream of fewer projectiles. So:
AC/2: 1 projectile at 2 damage, cooldown 0.5 seconds
AC/5: 2 projectiles at 2.5 damage, cooldown 1.25 seconds
AC/10: 3 projectiles at 3.33 damage, cooldown 2.5 seconds
AC/20: 5 projectiles at 4 damage, cooldown 5 seconds
The only question then is how long the delay is between projectile, which mainly depends on the velocity of the projectile.
Gauss should have no charging mechanism due to its fragility, but will cause a charging penalty (desync) to the PPC's if they are on the same loadout, caused by "disruption".
PPC's should have a bubble spread of damage, like LRM's.
As far as I can tell this will only really affect poptarting mech's. Brawlers, skirmishers, strikers, scouts, juggernauts won't really notice a problem.
What do you guys think?
Edited by Flying Fox 333, 17 January 2014 - 12:43 AM.