Varent, on 22 February 2014 - 12:12 PM, said:
If they do the changes properly and significantly reduce thrust/change the way jump jets work. to the point that jump sniping is actually hard to do or unable to do in large groups then yes i will guarantee you will see quite a few changes.
Another way to reduce jump sniping is, of course, to remove instant-damage weapons by making ACs burst-fire and PPCs beam duration.
So tell me again how it's all the fault of the jump jet?
As a
gedankenexperiment, imagine what would happen if we made lasers continuous-fire weapons; would they be better or worse than today given they had the same DPS?
It's not just that instant-damage applies its damage better, it also allows the firer to focus solely on (defensive) maneuvering apart from the instant he lines up and takes his shot (and this is where your jump-jet theory fits in).
Now lets list our weapons:
In order of how much time you have to maneuver between shots:
1. ACs, PPCs, Gauss, SRMs (you can twist away as soon as you've pulled the trigger).
2. Lasers (you have to stay on target for the duration of the beam, but can twist away during cooldown).
3. MG (you have to stay on target period, twist away and you lose DPS).
In order of effectiveness of damage application:
1. ACs, PPCs, Gauss (all damage instantly).
2. Lasers (damage spread over beam duration).
3. Missiles and MG (damage spread over time and/or cone of fire/missile spread).
Would you look at that, the meta-favoured weapons are number 1 in both categories. Huh, who'da thunk?
Edit: In fact, if all our weapons were continuous-fire we'd have to make a tough choice as to whether to damage our target or to protect ourselves; that kind of choice is rarely present in the current MWO.
Edited by stjobe, 22 February 2014 - 12:35 PM.