This is why Armor values are doubled relative to table-top.
Ghost heat was added in to curb the dominance of Quad-PPC and Hexa-LL Stalkers
The charge mechanic was added to the Gauss rifle in an attempt to address "the problem" of Gauss-PPC Highlanders. (Obviously it wasn't enough because later we got the recent PPC and Jump Jet nerfs)
This is why the CERLL's burn time is now 2 seconds.
All of the balance decisions have been controversial and none of them have adressed the core problem. Chances are that If a mech has a 75 damage alpha strike chances are all 75 points of that strike are going to a single location.
So rather than continuing to Nerf each weapon in turn till we are reduced to trying to cut down an Atlas with a herring, lets add a new mechanic. Now one of MWO bills itself as "the thinking man's shooter" and my first experience with a game that really fit that billing was the original Rainbow 6 back in '98. One off the then innovative things about Rainbow6 was the ability to switch between semi and full auto and how firing weapons on full-auto reduced accuracy. This was portrayed by a reticle that became wider as you moved and fired, representing the increasingly random point of impact of each successive shot. This mechanic has since been copied by many other FPSs from CounterStrike onward and I think something similar should be brought into MWO.
Now I understand that there is a contingent of this community that is vehemently against any randomness that might get in the way of "pure skill" but frankly I suspect that these are the same people who were/are running the meta builds that I listed above.
There is another contingent that says that in most other Shooters you aren't in a giant war machine with targeting computers to help compensate. They have point but overlook the existence of "to-hit" penalties in TT.
I suggest the following:
Add a scaled deviation for all weapons on a mech.
The HUD reticle should grow and shrink with the scale of the deviation so as to ensure that shots always land inside it.
The scale of the deviation will should determined primarily by heat scale. (Running hot is rough on the gyros and targeting computers) In practical gaming terms this would allow PPCs and CERLLs to be buffed back into being effective weapons while still keeping snipers in check by lengthening the time between their shots. (If you want to nail someone from across the map you can but you'll need to wait for your mech to cool down between shots)
Other actions should add Bonuses or penalties to the above deviation.
Standing still and zooming in? Bonus
Jumping or taking a critical hit to your Gyro? Penalty
Weapon deviation would also give a purpose to some currently unused skills/modules. At the moment Arm Reflex and Pinpoint are useless to mechs without arm actuators or am-mounted weapons.
Edited by HlynkaCG, 24 August 2014 - 02:36 AM.