before you think here is another "reduce/buff damage on weapon x" thread ... nope, sorry. Instead i would like opinions about a mechanic which i first encountered in Mechcommander 2. There the best fightingrange was determined by the amount of equipped weapons from one range. So my thoughts go into something like that to bring back some "useless" weapons that only shine with a mech having quirks for it. As well some FOTM-Loadouts would lose their edge because they would become helpless (or at least they have to go for headshots) as soon as someone aint in their optimum fire range. Of course the downside would be that almost all current loadouts as well as the new quirks would become obsolete and most weaponranges would need a revamp.
To get something like the MC2 system in MWO i would change the current system into something like:
[minimum range if needed (f.e. LRM)] - [below optimum range] - [optimum range] - [above optimum range (also meaning maximum range]
Minimum range: no damage when shooting (or as good as nothing -> clan LRM)
Below optimum: either fix % of reduced damage or % reduction depending how far away you are from your optimum range (f.e. 100 meter 10%; 200% meter 20% and so on)
Optimum range: full damage when shooting
Above optimum: same as below optimum
To allow some kind of variety some weapons have crossranges. This would encourage players not to boat just one or two weapons or give them even more specialised roles to fill out. The first type would be the jack of all trades while the second could shine in teammatches as long as he manages to keep his distance and has mates who fill out the other roles/ranges.
My first idea of the ranges:
- Ballistic: MG -> AC/LBX 20 -> AC/LBX 10 -> AC/LBX 5 -> AC/LBX 2 -> Gauss
- Energy: Flamer -> small pulse -> small laser -> medium pulse -> medium laser -> large pulse-> large laser -> PPC (ER variants could be placed above their basic version; PPC would stay the same range but just like now ER has no minum range)
- Missile: (S)SRM -> MRM (needs to be implemented) -> LRM
While my idea would bring back a purpose for f.e. small lasers the missile variants would still lack some use ... so i guess they need a bonus to make them worthwhile. I have to admit i have no real idea what that could be without making it OP but ... maybe give SRM2 with every 5th shot a tracking missile -> you shoot it and the following shots hit the same spot as long as you manage to aim near your first hit (shooting the air while keeping lock with your arm wouldnt work). SSRM2 could get a small ae damage or maybe a little ecm effect with f.e. every 5th shot which causes to lose its current lock.
Thanks a lot for reading till the end. If i miss out a huge disadvantage of my idea please tell me.
Edited by Tarys, 14 November 2014 - 12:58 PM.