Divine Retribution, on 07 April 2014 - 11:40 PM, said:
Rifts Online! Guess not, dang.....
It would be awesome, wouldn't it!
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Flechette would be the LBX in MWO, but burst fire isn't bad (and there are numerous posts supporting it around here).
I'd agree if you see the flechettes fired in one spread blob, shotgun style, at the target rather than a quick stream of flechettes. They could still be in a narrow stream and have the same convergence as the current Gauss Rifle but need not be instant.
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The problems I foresee are relying on PGI to determine the arbitrary number of rounds fired in a burst and burst duration (time between rounds in a burst).
As with anything, relying on PGI to implement anything with some reasonable thought seems dangerous to me but there is a formula you can work to that would make that work out well enough. In short, making sure the burst duration + reload and recycle time match the current equivalent, that the total heat generated matches the current equivalent, etc.
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I think problems would also crop up if rotary autocannons ever made a debut.
Nah, just the same as the burst autocannons, remove the recycle time (adjust the burst to bring the damage into line at about x6) and add a weapon specific heat build up before it locks. Pretty much how HMGs are handled in most FPS games now. It's not that hard.
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I think ammo counts would also need to be adjusted to the number of rounds fired in a burst as weapons could be destroyed mid-burst or a last burst could be split between two weapons (does that last AC/20 burst fire from one AC/20, or do both AC/20s fire half a burst)?
Over complicating things in my opinion. Each (as an example) AC/20 "round" could be thought of more as a cassette containing the actual number of slugs to be fired in the burst.. If a weapon is destroyed mid-firing cycle, the cassette is lost. This "fluff" allows more of the underlying code to stay as is.
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Then of course an additional heat breakdown: each round in a burst should produce heat, similar to laser duration heat. I suppose target rocking would also need to be factored in, multiple smaller rounds cause less rocking over a longer duration.
I see these less as problems and more as distinguishing features between manufacturers. Slower burst firing weapons may not be favored among hit-and-run or sniper style players but DPS players might just love the slight extra heat bleed off this gives somewhat akin to chain firing.
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With my rambling I seem to have thought of multiple problems related to burst fire...
I never said it was a perfect idea as was, I think it has very real legs though.