With these great strides a few issues have developed, specifically in the BALLISTIC category.
Machine guns are doing too much damage. I don't mind the way they shred through internals as crit seekers, that is fine and sticks to the spirit of the weapon. It is the amount of armor shredding they do before they get to internals that needs a look at... for reduction
Auto Cannons...I realize this is just opinion but, I feel very strongly about this particular subject. I felt this way before, but with improved Hit detection this is out of hand. AC 20's are supposed to be the big dog of ballistics. You round a corner you see a Hunchback or Atlas and you just know...oh crap its an AC 20. Sure you get that feeling, kind of, but realistically people fear the smaller rounds. People dread the multiple AC 2 or 5 builds. Why wouldn't they? You do practically the same damage at vastly superior range. Rattle your opponent just as much only FAR more often.
Now I know no one will like this remark, but in Table top these weapons all fired at the same rate. Range was he defining factor. AC 2s travel forever while you were FORCED to close for the AC 20 to be fired. I think these weapons being treated as slugs, therefore including bullet drop, has really changed the spirit of the auto cannon.
I see this fixed rather easily in one of two ways... or... possibly both? ( I suggest both but maybe try "A" and see how it feels)
A.) Increase the rate of Fire of the AC 20 and possibly 10 (don't use the10 much so not sure)
B.)Fixed ranges. This accomplishes two things. The AC 20 no longer does damage past 270 meters by exploding at the maximum range. You would do this with all AC's.
Fixing ballistics by using both of these methods would really return "Roles" to he different AC ratings. AC 2 for sniping, 5 and 10 to harassing at mid range, and the slugger to seal the deal inside short range.
Guass Rifle: I really liked the point click original version, it was the long range snipers dream. I don't mind the charge time in it's current existence as it sets the role of useful at range and unreliable inside point blank range. Do wish there was a way to manage both point and click with extreme close range It fall apart, but I can't think of anything.
Edited by Groundpound, 30 April 2014 - 10:37 PM.