I think PGI has a weapon geometry modeling problem. They are so focused on the visual shortcut of modular weapons, they are forgetting the visual aesthetic is a big part of each 'Mech. This patch the
Commando and
Awesome are the biggest offenders, but as noted with the missiles on the
Dragon there are some other flaws too. Each set of weapon changes should be tailored to the individual 'Mech, so the weapons do not come out looking too small or like they were just haphazardly slapped on.
I would love to see the reasoning why we cannot see the return of variable tube counts. The
Dragon for example, rather than random extra tubes in the center of the nose, we know the Dragon has a max tube count of 10 anyways, so why can PGI not just fit the twin SRM 4s in the bloody LRM 10 positions and close up one tube on each side? I mean it just needs some code to track how many tubes and you could actually reduce the amount of code for art assets! Oh, you put in a Streak 2 and an SRM 4? We will display the SRM 6 art asset, so it looks nice and clean. SRM 4 and LRM 5? SRMs down one side and LRMs down the other. For any given 'Mech with multiple missile hardpoints in the same location, there is a finite number of combinations based on available critical space in the location, tube count restrictions on hardpoints, and order in which the launchers are placed. The art need not be restricted to the hardpoints alone unless the hardpoint is part of the stock visual (like the Streaks on the Highlander IIC). One ends up with the above Dragon example, where the latter result is cleaner and more aesthetically pleasing than the current implementation. It may also be faster art wise too.
Ballistics are in an acceptable place other than the need to adjust scaling so they look of reasonable relative size of the 'Mech they are mounted on. The Gauss Rifle could be larger, though its length is fine.
Energy, also need some work. Mostly PPC sizing, they are big weapons and they should not be so small on many of the larger 'Mechs. Lasers could use an extended length model at the least (Warhawk and Mad Dog need this badly), though sized lenses would be nice they are not something one notices much in a fight.
External hardpoint bulk. There is a great deal of weirdness going on here.
Commandos being the most current example, with their left arm energy. As pointed out in another thread only the TDK has two energy hardpoints on the left arm. Why would the other variants of the
Commando need the large pod when they can mount only one weapon, if any? Noted in the same thread is the absurdness which is the multiple weapon hardpoints. When two Streaks are mounted on the right arm it gets a pod for the first Streak, and a massive, awkward looking LRM 5 pod with three plugged ports. This is a matter with varying degrees of terrible ever since the infamous
Catapult VCR's were introduced.
TL;DR?
PGI needs to take a serious look at how they go about weapon geometry because:
- The extraneous missile rack thing is getting ridiculous.
- Ballistics could use some scaling work with a bias toward larger 'Mechs.
- PPCs are too small and Lasers could use an alternate model with a barrel on some 'Mechs for aesthetic reasons.
- The external weapon housing geometry size is getting out of hand, scale it to the available number of hardpoints on a variant, not the largest number available amongst all variants.