Quicksilver Kalasa, on 11 August 2016 - 09:25 AM, said:
Yes, but not every group fire is equal, this is the point that me, Gas, and Yeonne have been trying to get across is that their emphasis falls on either DoT side or burst damage side. Chain fire would just change how you achieve both but it would not change that dynamic which exists
At this point I am getting the feeling that you are really talking about the difference between small weapons and large weapons, or at least between 'good' weapons and 'bad' weapons. If so, hopefully I address that below.
Quicksilver Kalasa, on 11 August 2016 - 09:25 AM, said:
It really doesn't remove anything as a balancing tool because the distinction between burst damage oriented weapons and DoT weapons is still there, it is just that it is not necessarily lore friendly, that is it.
Of course the distinction is still there, as it should be. But I disagree that it cannot or should not be used as yet another balancing tool.
Quicksilver Kalasa, on 11 August 2016 - 09:25 AM, said:
Being viable and OP are two different things though, it being viable does not mean it is necessarily OP unless we are considering all the other things that are viable to be OP. Viability in this game for small weapons is being used in groups after all.
Yes, they are different things, but they cannot be divorced from each other, especially the lighter a weapon is, as they are easier to boat. To put it this way: I would like to see smaller weapons be made viable, stand alone, weapons, but since boating will always be a thing, like you said, give group fire a drawback, so those weapons once made singularly viable, are not imbalanced in groups.
Quicksilver Kalasa, on 11 August 2016 - 09:25 AM, said:
The most prohibitive of the weapon is duration, if you left the duration intact you would have to make it so that 4 small lasers were somehow competitive because mounting more than that would be pointless if you wanted perfect accuracy. It seems a bit ridiculous to have a half ton weapon start doing insane damage/heat to make it worthwhile in that environment, not to mention even more confusing to new players who don't understand the nuances of the mechlab or the game and how a 14 ton weapon is competitive with a half ton weapon.
Okay. But it
could be done.
Off the top of my head, make weapon tonnage a factor in determining the size of the bloom.
Or, make the bloom dependent on the max range of the weapon, so that short range weapons have less spread up close, but long range weapons have less spread at range. These are not well though out, just spitballing.
Imagine a bull's eye type target.
The tiny dot at the center like we have now is for chain fired weapons.
The next ring out would be for 2 weapons at max range
The next for 3...
...and so on.
Then factor in distance to target.
Short range for the weapon - subtract 2 rings
Medium range - subtract 1 ring
Long range - no change.
...and that is just off the top of my head! Imagine what the brain trust at PGI could do!
...oh, wait.
Gas Guzzler, on 11 August 2016 - 09:25 AM, said:
I'm just saying, it happens quite alot, and when I do happen across someone who is not moving, my mouth waters a little bit
Mine too. Especially if they are shut down. Yes, I
am the 12x multiplier vote for Terra Therma guy! Don't hate the plater, hate the game
Gas Guzzler, on 11 August 2016 - 09:25 AM, said:
Yeah but then if you are engaged with an enemy and another enemy can see you and shoot you and your team isn't paying attention to suppress him, you are fighting an uphill battle and are taking that risk... That's why the positioning of your team is so important, and enemies at obscure angles are always something to watch out for.
Absolutely. But if we are going to be really honest, at that point
someone screwed up, whether it is the pilot, his lance mates, the scout(s), or the drop commander. And at THAT point, does group fire/chain fire viability
really make a difference?