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Plugging Weaponry Weight Gaps


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#1 Alek Ituin

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Posted 29 September 2014 - 04:35 PM

Everybody knows there's a lot of weight gaps in our weapon selection, right? We have the MG's at 0.5 tons, and then a straight jump to the 6 ton AC/2... How does that make sense? There are plenty of weapons that could fill that gap, opening up fitting possibilities for lighter Mechs that can't make do with a Machine Gun, but can't afford the tonnage needed from an AC/2.

Same goes for energy weapons! Small lasers at 0.5 tons, Medium lasers at 1 ton, the Large laser at 5 tons, and the PPC at 7! Where'd the extra 4 tons come from on the Large laser?

Therefore, I propose this list of weapons (dates not relevant to discussion):

Light PPC -
Damage: 5
Tons: 3
Crit Slots: 2

Fills in the space between the ML and LL nicely, while adding some lightweight FLD punch for smaller Mechs who would otherwise struggle to fit a full-size PPC.

ProtoMech Autocannon -
(AC/2) (AC/4) (AC/8)
Damage: 2 Damage: 4 Damage: 8
Tons: 3.5 Tons: 4.5 Tons: 5.5
Crit Slots: 2 Crit Slots: 3 Crit Slots: 4

Provides a very nice spread within the 0.5 to 6 ton Ballistic weight gap. Some worries on the outdating of normal AC/2's and AC/5's, possibly even AC/10's. Could be solved by locking them to Light 'Mechs only (possibly Mediums too?). Also provides Lights with the punch to threaten heavier Mechs, and could give Mediums more punch for the ton with their tighter tonnage restrictions.

Light AC/2 -
Damage: 2
Tons: 4
Crit Slots: 1

Gives a nice 4 ton alternative to the normal AC/2. Could be balanced by a shorter range and higher reload so as to not outdate the standard AC/2. Still provides a lightweight AutoCannon for smaller Mechs.

Light AC/5 -
Damage: 5
Tons: 5
Crit Slots: 2

Sounds even better, right? Again, shorter range and longer reloads to balance it out against the standard AC/5. Still provides a lightweight punch for smaller Mechs.

Light Machine Gun -
Damage: 1
Tons: 0.5
Crit Slots: 1

Sounds pretty crappy, yeah? But with some kajiggering, you can make it 0.25 tons for IS (and IS only), giving the IS Lights a little something to look forward too.

Heavy Machine Gun -
Damage: 3
Tons: 1 (Clan 0.5)
Crit Slots: 1

With kajiggering, Clan HMG's would be 1 ton as well, just because it would be stupid otherwise. Either way, provides Heavy and Assault Mechs with a reason to bring a Machine Gun, this baby would bring the HURT in a sustained smack-down.

Machine Gun Array -
Damage: NA
Tons: 0.5
Crit Slots: 1

Focus them MG's! Allows the fitting of four (4!) of any MG type within one hardpoint! Restricted to single hardpoint sections/pods only, it would allow small Mechs or Mechs with few hardpoints to bring in much more firepower to the game.

Light Gauss -
Damage: 8
Tons: 12
Crit Slots: 5

It might not hit as hard, but that can be changed easily. Point is, 12 ton (Light) Gauss Rifle! For the same tonnage as a full Gauss Rifle, you can pack one of these bad boys and 3 tons of ammo (48 rounds at 16 rounds per ton!). It doesn't seem so bad now, eh?

And finally, because I felt like it (and it's muh favoritest gun):

THE LONG TOM CANNON!!!!!!!!!!
Damage: 20!
Tons: 20!
Crit Slots: 15!

IT'S A MECH MOUNTED HOWITZER! LOOK AT ALL THAT POWER! LOOK AT ALL THAT GRACE! SHOOT PEOPLE FROM BEHIND COVER! DROP SHELLS OVER THEIRS! PROVIDE FIRE MISSIONS!

IT DOES IT ALL!!!!!!!!!!!

Edited by Alek Ituin, 29 September 2014 - 04:40 PM.


#2 Eddrick

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Posted 29 September 2014 - 05:07 PM

Yes, Artiller Weapons please

Personaly, I like the Sniper Artiller Piece. http://www.sarna.net...Artillery_Piece
Damage 20/10 (20 in target hex, 10 in all adjacent hexs)
Tonnage 20
Crits 20
Range 18 Maps in TT (Might as well be infinate in MWO)

It comes stock on the Helepolis Battlemech
http://www.sarna.net/wiki/Helepolis

It looks like this
Posted Image

The infinate range, good damage, and extra wide splash damage radius would be enough for me. Even if it is 5 crits bigger.

#3 Marcel Bekker

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Posted 29 September 2014 - 05:23 PM

Also, give the Heavy Gauss Rifle with 2 heat, slightly less range than the regular, 18 tons and 11 crits with 25/20/15 dmg at short/med/long ranges, with 4 shots per ton of ammo and the feature that the mech has a chance to fall down from the recoil depending on the players stats... what? :ph34r:

Seriously though, Rocket Launchers 10/15/20! 0.5/1.0/1.5 tons respectively, dumbfire rocket launchers that fire as many rockets as their name suggests and do 1 dmg per rocket, oneshot weapon. Who does not want to mount 6 20s on your 6 missile hardpoints and fire a 120 rocket/damage salvo for just 9 tons and 16 crits?

Posted Image

#4 Raigir

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Posted 29 September 2014 - 06:56 PM

A number of these things I can get behind. In general we're still missing out on a lot of options across both IS and Clans in terms of new weaponry to use.

The protomech ACs seem like something we ought to stay away from though. They just don't seem intended for full battlemechs to begin with, and were also clan only. (Some one more BT savy feel free to correct me.)

Doubt the long tom will ever get near this game. Shared crit slots is something pgi have been fervently staying well away from and I don't blame em.

Edited by Raigir, 29 September 2014 - 06:57 PM.


#5 Eddrick

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Posted 29 September 2014 - 07:04 PM

View PostRaigir, on 29 September 2014 - 06:56 PM, said:


Doubt the long tom will ever get near this game. Shared crit slots is something pgi have been fervently staying well away from and I don't blame em.


I know. I asked the question in one of the "Ask the devs" posts. The responce to my question was, "They are hesitent in allowing crit splitting because of edge cases". I'm not entirely sure what those may be. I guess they may have been afraid of the recreation of "Gausszilla". An Annihilator with 5 Gauss Rifles.

Please note: This was around the time that Consumables were first being implemented and was LONG before the Charge Mechanic was added to the Gauss Rifle.

With all of the changes made since then. They may be willing to change their mind on the issue.

Edited by Eddrick, 29 September 2014 - 08:00 PM.


#6 Nothing Whatsoever

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Posted 29 September 2014 - 07:15 PM

I'd like to explore adding the Blaser, Rifles (Light to Heavy) Mech Artillery and Mortars.

Using this Weapons List I came up with these numbers.

Ballistics
Spoiler

Energy
Spoiler

Missile
Spoiler


#7 Eddrick

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Posted 29 September 2014 - 08:39 PM

View PostPraetor Knight, on 29 September 2014 - 07:15 PM, said:

Rifles (Light to Heavy)


According to the source material. Light Rifle can't damage a Battlemech. Because, the -3 damage modifier negates all of the damage the weapon would do. But, in MWO's case. I think we can make an exception.





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