Semper Fi, on 30 July 2014 - 10:58 AM, said:
PPC/ERPPC speeds slow down as they move away from the mech. So, at 350m the bolt of lightning is moving 1200 m/s at 500m 950m/s at 800m 650 and so forth.
Gauss: Same speed, however one at a time can be fired due to draw on mech resources.
PPC: One can be fired if with Gauss (different power sources being used from engine), two can be fired if PPC's are linked. 3 cannot due to resources.
This keeps alpha to 30 for combo of PPC/Gauss, 30 with PPC. (Choice is there).
Also means ACs will come back in a hurry. However same concept can be used.
So now you are still effective against lights at short range, and the sniping gets harder/easier based on point of view. Lights might actually have to be scouts and what nots again instead of snipers.
Still think it should be reticle bloom. This would follow current FPS games that do the same thing.
Semper Fi.
PPC: Fires a particle, or stream of particles, at near light speed. Minimal slowdown at long range, but "bloom" works fine (a single particle is hard to properly project at long range).
PPC Mechanics: Extreme power draw (High heat, current model works), high damage (current model works for 1 particle, could be changed to 3-5 particles over a very short time frame, 0.2-0.5s would work), extreme range (current model works), High Accuracy (should bloom at long range, and massive bloom beyond that, ER has further "long range", and will bloom slower), extreme "projectile" speed (slower then lasers, faster then anything else, current model works given engagement ranges), long recharge time (no fire delay needed, the cool-down already is its fire delay, ER has longer recharge).
Gauss: Rail gun firing a solid slug (no propellant used, which is why the ammo doesn't explode). Minimal slowdown with range, but extreme accuracy at long+ range.
Gauss Mechanics: High Power draw + heat generated from accelerating the slug (High heat, 0 heat is bad for this type of weapon, probably about the same as a PPC), Long Range (Current model works), Pinpoint Accurate (current model works), High speed (slower then PPC, but much faster then AC's), Long Recharge time (slightly faster then PPC's, but longer then anything else).
Autocannons: Standard propellant projectile, with larger firing bigger bullet. Easy to equate to standard weapons, smaller shells will have higher velocity and better accuracy.
Autocannon Mechanics: All AC's should bloom, with UAC's having exactly the same bloom as the standard version, they just generate slightly more heat per shot, and fire twice as fast (2 barrels, with it attempting to reload each barrel as it empties, no double tap, simply 2x fire rate, but a jam chance each time it tries to reload).
IMO, AC's and UAC's should use the same ammo (not BT cannon, but its the firing/reloading mechanism that changes, not the bullet).
Red Lynx, on 30 July 2014 - 09:40 AM, said:
If pinpoint damage is the issue, why not merge all front torso armor and all back torso armor. When the game was designed around random location it made sense to have more target location but when you can aim “with skill” it might be better to have fewer target location. Keep head, arms, legs, front and rear torso. The internals can stay the same but just combined all the armor location on the torso. It will take longer to open up the armor on the front side and give lights a reason to move to the back side to take out assaults and heavies. Lasers already spread their damage so this would not reduce their effectiveness. LRM would be in the same boat as lasers. It would reduce the dominance of pinpoint damage because you have to burn through all of torso armor not just a small section of it.
This would be the easiest and probably most fair fix. Lights and Mediums would gain a HUGE increase in survivability (especially Hunchbacks), and torso twisting on assaults and heavies wouldn't be as "if you don't do this, you suck" unless they were able to catch shots with their arms. Internal criticals would pull from 36 locations, with only ammo/gauss explosions prioritizing the "side torso" when dealing internal damage. XL engines would have double the chance to get crit over standard (Clan XL +80% chance), so it would still be a risk, but it would open the option up to a lot of Mediums AND Heavies that can't currently mount them because of their huge side torso(s) (You can shoot a Hunchbacks right torso when he has is left side facing you directly, making an XL engine suicide). This would also reduce the durability of "zombie tough" mechs, as shots into the side torso are treated the same as shots to the center torso, causing all mechs to not be "zombie tough".