Assmodeus, on 13 May 2014 - 03:09 PM, said:
So make them streaming weapons? Then they're just lasers with a different graphic. I don't see this as a good solution and I'd rather have variety than homogeneity.
The core issue is the armor mechanics are so closely derived from the table top game mechanics that they have inherited the source mechanics flaws.
Put simply the conditions that break the table top game's armor mechanics also break the MWo armor mechanics.
Battletech the table top game solved this problem by using supporting mechanics.
Die rolls to hit modified by various conditions and circumstances reduced accuracy.
Die rolls randomly determined hit location.
No grouped fire weapons each weapon needed to roll seperately to hit.
Heat and heat scale penalties with progressivley more severe penalties.The more heat the worse the penalty.
MWO derived it's armor mechanics from the table top but failed to apply sufficent support mechanics to make the armor mechanics work.In fact,MWO creates the precise circumstances that cause the armor mechanics to fail.
Group fire,high accuracy and high volume damage.
The reason lasers are second rate weapons is they simulate a support mechanic for the armor mechanics.The duration of the beam from a laser weapon allows the damage to be dispersed over multiple body location (similar to random hit location rolls) and also allows for partial damage loss by having some of the beam miss.And to add one more factor the player recieving damage from the laser can react to alter the laser's impact point or even dodge the players can activley alter the damage pattern by reacting and moving their mechs.
Conversely an Autocannon will apply 100% of it's damage upon a hit to a single body location with the accuracy of the player's skill (not random die rolls) with zero option for the recieving player to react to alter the damage pattern or location.Once the hit happens 100% of the damage is transfered to one location.This is compounded with groupfire mechanics allowing high volume of damage to be applied by this method.
Or,the exact conditions the armor mechancis were isolated from by support mechanics for table top gaming.The autocannon has no mechanics supporting the armor mechanics it in fact produces the exact circumstances the armor mechanics can not handle.
So,solutions would either replace the entire armor mechanics (way to late to do this)
Or,alter the damage dealing method to incorperate supporting elements (burst fire for ACs) doable since this exactaly the plan for Clan ACs.
I used to agree with you I would dislike seeing tactical options lost but at this point in time and after a long period of contemplation on causes and effects I see no easier solution that is both efficent and effective.
If something is causing imbalances and after several attempts to fix it it is still causing imbalance it's time to address the issue directly.Remove the front loading damage from the game.