I think the easiest way to fix pinpoint damage imbalance is to make torso weapons aim straight forward rather than converge at the cursor. Arms can aim and converge - torso weapons cannot. The exception would be certain mechs like the Jagermech, whose arms can't move left/right and thus could not converge either.
They could implement crosshairs for each weapon or something so you'd know where it's firing, but they shouldn't all automatically go to the same point.
This change would also make arm weapons (and thus arm destruction) more valuable, which is a good thing.
Edit:
Normally fire modes are defined by how many shots you fire when "pulling the trigger". Single - one shot, burst shot - several shots, continuous - until your ammo runs out. This has to be redefined for a video game, however, ; the fact that you can hold down the button ("trigger") to fire multiple shots over several seconds (e.g. 3 shots in 10.5 seconds) is a quirk of the fact that it's a video game - I don't think it's relevant to use this fact to define the shots as "continuous fire".
Thus:
burst fire means shooting multiple shots in a short period of time, then pausing
continuous fire means shooting multiple shots in a short period of time, and not pausing
single fire means shooting one shot, then pausing
The way that you define "short period of time" and "pause" is arbitrary. One of you is arguing that a 3.5 second cooldown period is a short period of time, and the other is arguing that a 3.5 second cooldown period is a pause.
My interpretation is that currently:
All AC weapons and PPCs are single fire because there is a fairly long time delay between single shots (I'm defining this as a "pause").
All laser weapons are burst fire because they hit multiple times in a short period, then pause between shots.
Machineguns and flamers are continuous fire because they fire multiple times in a short period and there is no pause.
Gauss rifles are special because you have to "pull the trigger" multiple times to fire once; I'm going to call this a "charge fire" mode.
Note that the only difference between the fire modes of AC weapons (single fire) and Flamers/MGs (continuous fire) is the time on their recycle rates. Flamers/MG fire at 10 shots/sec, while the ACs fire at 2 shots/sec or slower. Lasers (burst fire) inflict damage at 10 "shots"/sec, but have overall sustained fire rates < 1 shot/sec.
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I like the idea of variety. It'd be cool to have AC/20s with "cannons" as they are now and some AC/20s with a stream of large (but not cannon-sized) bullets. They might be able to change the stats to compensate - e.g. a burst-fire AC/20 might have slightly faster recycle time or better range to compensate for the lack of damage concentration. On the other hand, having a burst-fire might be a huge bonus to hitting people if your torso wasn't so easy to aim.
Edited by Xarian, 11 March 2014 - 11:46 AM.