Void Angel, on 11 July 2014 - 03:05 PM, said:
I am bringing the 21st century technology of missiles with no firing arc, computerized target tracking while moving, rotating weapons and the appropriate zoom for a weapon to MechWarrior Online which desperately needs to get out of the past. Wikipedia quote “The U.S. Navy now relies exclusively on VLS for its guided missile destroyers and cruisers”. The U.S. Navy gets the technology of VLS missiles that have no firing arc first but in time the missiles will be compact enough for all military vehicles, just like guided missiles have completely replace unguided missiles in all military vehicles for combat against vehicles. Unfortunately MechWarrior Online still uses the obsolete unguided missiles. As a side note I would like to point out that the railgun (Gauss Rifle) is coming to the U.S. Navy first in the Zumwalt-class destroyer and it will be powered by its engine not by the railgun’s power generator. The M1 Abrams has computerized target tracking that can keep its weapons locked on target and fire accurately while moving even with the incredible shake caused by its tracks. MechWarrior Online desperately needs this kind of technology that would justify the randomness of the hits in the canon. The typical firing arc in the canon is 90° front, right, left, back. I would simplify the firing arc by giving the ability to rotate to the weapons just like in most military vehicles and making the firing arc 120° front (horizontal and vertical), 75° right, 75° left, 90° back. With this simplification I would eliminate the firing to the right or left side by weapons in the arms because it is not properly used in MechWarrior Online but if they can get it to work properly then by all means keep it. To my knowledge there is no sniping weapon that does not have the appropriate zoom for the range of the weapon yet in MechWarrior Online there is no control over the advanced zoom and it does not provide for all weapon ranges. All these are buffs are needed to bring MechWarrior Online out of the past and as a side effect balance jump sniping with the other playstyles.
I did not say I wanted to make Clan weaponry competitive with the Inner Sphere. I want to make Inner Sphere mechs competitive with Clan mechs and there is a big difference between weapons being competitive and mechs being competitive. What you have now in MechWarrior Online is the equivalent of socialism where everyone is equally nerfed into mediocrity. I want Clan mechs weapons to be superior to Inner Sphere weapons but Inner Sphere equipment superior to Clan equipment. Inner Sphere’s superior equipment like Hatchet, Stealth Armor, Bloodhound Active Probe, Angel ECM Suite, Triple Strength Myomer, etc. makes them superior at close combat. Then add Inner Sphere’s ELRM to make them superior at extreme ranges. All this would make two completely different factions instead of two equally mediocre factions like we have now. The Inner Sphere faction would dominate close combat and extreme range. The Clan faction would dominate medium and long range.
As a final note I would like to add that making BattleMechs more tank-like is a fiasco because mechs have a skeleton, have muscles, can talk, can walk, can run, can jump, can kick, can punch, can hit you over the head with a hatchet if they disagree with you, they go to sleep when they are tired and when they get mad they explode in anger. If BattleMechs were more human-like they would have to be humans. Unfortunately MechWarrior Online has eliminated all of the human features that mechs have for the human-like combat which is where Inner Sphere excels and instead has concentrated in the tank-like combat of mechs which is where Clans excels. To make matters worse PGI intends to eliminate the human-like jumping of mechs that is crucial for Inner Sphere’s close combat dominance. Nerfing is not the solution it is the root of all evil.