The thing is, none of them address the main cause of quick mech death: Focus Fire.
When you have a lance of mechs focusing down on one poor little enemy mech, they're going to go down FAST. Pin point or spread weapons, short range or long range, quick firing weapons or slow shots, doesn't matter.
Now, it appears the relocation of start points for lances was an attempt to encourage smaller skirmishes instead of blob vrs blob. And in some regards it has worked... but the default tactic of random drops is to consolidate into one blob... in order to focus fire.
Now, what I propose has no basis in BTech lore or rules. Nor does it reflect anything in Real Life. It is a purely game based mechanic which would need a hefty dose of fluff to account for AND require making players aware of it as much as possiable.
So here goes:
- To increase TTK, reduce the effectiveness of Focus Fire directly by providing damage reduction to incoming shots after the first or second mech
This DR would be provided for a brief time after the initial shots land.
Figures could be either a straight decrease of x% after the first for x seconds after damage lands.
Example: Atlas A turns the corner and finds himself against 4 mechs. Jager 1 opens fires first, connects, and does full damage. Jager 2 starts shooting, connects, and does 90% damage. Jager 3 starts landing shots and his does 80% damage. The forth Jager connects for 70% damage.
Or it could be an escalating DR.
Example, Mech 1 and 2 do full damage. Mech 3 does 95 and mech 4 does 90. Mech 5 80%, Mech 6 60%, Mech 7 20% Or even Mech 3 does 90% Mech 4 does 90% Mech 4 and 5 does 75% Mech 6 and 7 does 50% Mech 8 and 9 does 25%
tl:dr: Give mechs Damage Reduction for a brief time against all attackers after the first.
Ideally the system would still encourage lance focus fire to a point, but discourage more then 4 from focus firing.
I would add as well that LRMs might be considered exempt from the system
Edited by Dracol, 20 February 2014 - 12:48 PM.