Tarl Cabot, on 01 May 2016 - 06:34 PM, said:
I would start with Heat Scale, followed by increasing cooldown timer of ERLL/LPL/ERppc (also increase their velocity) to bring them closer to Gauss Rifle. They are pulling lots of power off the engine and require a longer cooling off period for the components themselves.
Heat Scale - 2-3 intermediate intervals where the mech is hit with movement penalty similar to the loss of a side torso w/cXL (that movement penalty would be removed from cXL ST loss). Example 33%/66% intervals w/ 15/30% loss. Another planyer posted about having weapon cooldown penalty where it is increased the hotter the mech is running.
Change in Ghost heat. Instead of a big hit when a set of specific weapons are fired, change it to micro-Ghost heat that kicks in when more than one weapon is fired.
A few mentioned it would mean more poke and shoot, but those penalties would also mean the mech would be slower getting back into hiding. And an increased in the long range energy cooldown would also provide med/close range mechs more time to move from one location to another before those weapons could be fired.
I also agree on the AC velocity increase. They were decreased when ballistic ranges were 3x, but that was changed to 2x and the nerf to jump jets went live, the velocities were never set back to previous velocities.
All a heat system does is increase the delay between huge *** PPFLD alphas, it doesnt fix the issue of being able to reliably place huge alphas in the same spot, melting targets.
A Heat scale change would be nice to add, but heat alone and CD alone does not fix the issue, it just adds a longer delay.
Its pretty much like WoT and the FV183, it melts 1 tank every 20s, rather then like an Arty which melts a tank every 40s.
A CoF mechanic based on targeting system, targeting computers, controlled fire discipline and motion would be best. Make the base CoF like 1m CoF at 1000m. That is a 3.28 foot deviation at 1000m, which is pretty much max range in this game.
From there, if you are stationary, it reduces your CoF bloom by 15%, if you have your target lit up with "R", you lose another 15%, if you have a targeting computer, that is another 10%, if you get the "Pinpoint skill" you lose another 5%. If you fire just 1 weapon at a time, with a 0.5s delay, you will not incur any additional bloom on your shot. You gain 5% bloom per weapon fired, up from w/e the weapon's base COF is.
I would not suggest making it like the BF3 LMGs, where you cant hit anything with them, but enough to kinda discourage huge *** alphas.
Movement would be like 2.5% CoF increase per 10kph, so a light moving at 100kph would incur a 25% penalty to their CoF, in addition to the size of the burst and the weapon they fire.
Ultimately, I envision a system that does not make shots wildly fly all over the screen like a hipfire M60 in BF3, but rather something that you might miss slightly, or spread your shots across the target if you decide to alpha and move alot.
I would include systems where you could reduce the CoF slightly, but also penalties that would increase the bloom. There would be alot more skill involved in managing your systems, between heat, movement, trigger control, and all of the above. it could give more validity to a Targeting computer as well. Starting from the MK1 to the MK7: 5%, 7%, 10%, 13.5%, 16%, 20%, 25%, just as example. They would be a constant boost to all factors that affect bloom, almost might make them a sorta mandatory system on mechs.
You all see the Catapult on the forum background? I dont envision a system that spreads more then the torso section of that Catapult's image at 1000m. At sub 500m ranges, you might get shots that hit LT when you aimed at the CT or the LA when you aimed at the LT, but nothing like WoT, where you aim at the center of the tank from 100m and hit the moon.