Prezimonto, on 17 April 2014 - 09:41 PM, said:
I will even point out again, as I did on the previous page. They wouldn't have to put in hard point sizes to fix this. They could add a layer to mech behavior based on total %tonnage available in each area of the mech, and just call it a gyro problem. They could then rank mechs as various types with different profiles for how much tonnage is available in different locations. Any mech that had a standout location like the Hunchback could get a quirk to help make large weapons fit spots they normally wouldn't.
They've already done this with the hill climb profiles of mechs, they could do it with how much total tonnage you can stuff in a mech location as well. It would mean tiny mechs might be restricted to 2 tons of equipment on the arms, while large mechs get a lot more tonnage like 7tons per-arm. Torso slots on stocky small mechs might fit 7 tons, and on big mechs more, but it would curb some of the silliest of designs.
I agree, though, that hardpoint sizes is an elegant solution and one that should be in the game. I like it more than this idea, but just don't think they'll ever actually give us hardpoint sizes even though it would heavily help fix many of the problems in the game.
A third solution is to have LARGE weapons eat multiple hardpoints as well as slots. So AC20's can only fit in locations where you have 3 hardpoints as well as the slot space. Same with PPC's.. they might require 2 or even 3 Energy slots. This might mean hardpoint totals on certain mechs need to be revisited, but it would curb the silliness as well.
I don't like the gyro thing, as it sounds too much like ghost heat, even if the theory itself is technologically common sense.
How about this?
Instead of just having hardpoint sizes, why not make hardpoints a portion of the crit space available in that section. This may be the same thing as hardpoint sizes, technically, but I like the definition better.
For instance, say you have a K2 (to keep this at least a little on topic, lol):
http://mwo.smurfy-ne...ab#i=19&l=stock
You have a PPC in each arm, so the Energy hardpoint can fit anything up to 3 crit slots. You also have a ballistic and energy hardpoint in each torso, but since they only have a MG and ML respectively, these hardpoints can only fit 1 crit slot each. That means you can't swap out the MG for a Gauss Rifle or anything larger than an AC2, and can only equip a MPL or less in the MLs spot (1 crit slot).
Now, say you are looking at a Misery (since Stalker was another example):
http://mwo.smurfy-ne...ab#i=75&l=stock
You have two energy in each arm, but each is 1 crit slot, for a total of 2 crit slots. That means you can equip up to a single ERLL (2 crit) or 2 MPLs (2x1 crit). You could equip up to a single ERLL in the CT, but only one MPL since there is only one hardpoint. The RT could have any 1 missile weapon up to 2 crit slots. The LT could have any 1 ballistic up to 7 crit slots (so anything except the AC20).
This would limit based upon the total size allocated to weapons in the chassis (total crit slots) as well as mounting joints (hardpoints).
As a disclaimer, I like this as a compromise to the sized hardpoint suggestion, but I would actually prefer to balance weapons by making
ACs burst-fire and
PPCs beam durations. My second choice would be some sort of tube-count for ballistics (just like missiles), as it does allow any ballistic to be mounted, but that doesn't fix PPCs at all. This limited hardpoint idea would then be my third choice.