Tesunie, on 24 January 2014 - 03:01 PM, said:
This is rather off topic, but I shall still respond.
A mech may have been created for one purpose, but even in BT, many mechs have been repurposed over the years. Look at the Commando. It started out as a scout, and then got changed over to a "heavy hitting slower light" who was still considered fairly fast. In MWO, it rechanged back to a scout role, or probably a Striker role would be more accurate.
What we could have used more was slower convergence, meaning that accuracy would be determined more on how long you can keep your reticule over a target. However, as much as people hate Ghost Heat, you have to give it credit that it's been stopping a lot of the typical and easy to set up high pin point alpha builds. As long as you stay within the weapon number limits, ghost heat doesn't effect you. None of my builds were affected by ghost heat when it was implemented. It still doesn't seem to effect me.
If anything, they could easily add in a deconvergence "rock" or "shake" with the firing of a high AC or Gauss, could be cool, but might always be more of a detriment too. Don't know on that one. However, to limit their options to "these mechs can do it, and the mechs that you want to do that aren't in the game yet"... Kinda can be very frustrating. I'm still waiting for the Flea and the Urbanmech...
One of the problems with changes to anything (like convergence) is that, just like ghost heat, a lot of people will complain about it. If you "mess with convergence" people will claim you "remove skill from the game". There is no winning on this point.
Again, you wouldn't NEED "heat scaling" (aka "Ghost heat") if you had slower rates of fire and scaled armor values to TT values.
You wouldn't NEED to nerf convergence if you simply had crosshair deviation based on movement and weapon recoil.
What the devs are doing are creating problems because of problematic mechanics.
"They are thinking harder, not smarter," is the phrase that comes to mind whenever I see whenever the proposed "balance" mechanics such as heat scaling.
This IS relevant to the OPs post. True, ammo explosions are apart of the ballistic weapons trade-offs, but it takes more then a time-tested mechanic to fix the problems with these weapons in MWO. These points are also relevant to balancing virtually every other weapon system in the game. That doesn't make it off topic.
Edited by ReXspec, 24 January 2014 - 05:38 PM.