WhoDidTheElf, on 31 May 2014 - 04:27 PM, said:
It would be different, but not unique. The damage would be over time. You cannot argue that, and damage over time is a mechanic that is already in the game.
The fundamental change would be to reduce the rate of fire for FLD weapons, specifically Larger A/C's, PPC's, and Gauss Rifles that have incredible range, and to either decrease or maintain the rate of fire for "brawler" weapons, such as SRMs, lasers and pulse lasers. This would give you a reason to take SRM's because you would do a lot more damage in the same amount of time. Yes some of it would be spread out, but that's the trade off for higher ROF and the lower range of the weapon.
I do not mind being hit by a barrage of twin A/C 5s and twin PPCs. What I do mind is the frequency in which each mech can do it.
Yes. But it's a weapon that is supposed to be damage over time by lore.
(Lasers ironically are not typically supposed to be damage over time but front loaded and instant according to some and in past games. According to others instant damage but depending on the variant, 1 to many shots; one example I like is the Rassal Blue Beam with a 1 second charge with visual warning (vibration, heat emissions, 0.3 second beam, and 8.7 cooldown with
EM Interference as a negative quirk with near-instant 5 damage that reduces boating (which get increasingly worse for each one fired at the same time), where another might squeeze off 3 1-second long beams in 10 seconds for a total of 5 damage).
Past games have shown examples of what front loading lasers can do. Especially Clan Pulse. Ironically Clan Pulse (and regular pulse) are described as rapid fire lasers (where regular lasers are not) so unfrontloading them is an obvious given. They're frequently depicted as either rapid instant beams or akin to Star Trek Disruptors.(MW2 was really fond of this idea, as was MechAssault. I'm not exactly a fan of the 'disruptor' concept but it would make them unique).
Reducing the rate of fire for FLD weapons won't do much. It'll further alienate autocannon lore (even an AC/2 is capable of shooting 10 times in 10 seconds). If you isolate it to heavier autocannons, all you've created is another reason to make them meta.
Lets say you reduce the firing rate of an AC/20 to twice per 10 seconds. Once every 6 seconds for example. So 0 and 6 are your firing times. You've reduced it to 40 damage.
The PPC? You just reduced that to 20 damage in 10 seconds.
The Clan ER PPC? 30 damage.
The Gauss Rifle? 15 damage (it was already having trouble).
You just made the most powerful weapon available in our time line completely worthless.
Also the AC/10 outperforms the AC/20. That's bad. Even if you do reduce it as well, the AC/10 will be better than the PPC even then when in lore it is not. Not to mention inferior range.
Do you want to know why the range of the AC/20 blows so bad? Because at the same size caliber as the AC/5, it'd pump out 4 times as many shots in the same amount of time, resulting in heavier recoil. At 120mm, that's 3 shots AC/5, 6 shots AC/10, 12 shots AC/20. At 80mm, it was 4 shots AC/2, 10 shots AC/5, 20 shots AC/10, 40 shots AC/20 (but an AC/20 at this size doesn't exist), all within a 10 second period (some as rapid burst with magazine-feed exchange times and some as belt/chain fed).
In the highest calibers for the AC/20, it was so heavy on recoil that the mech in lore had to stop moving or it would fall over. 180mm was 5 shots. 185mm was 4.