Gas Guzzler, on 10 August 2016 - 09:42 AM, said:
With the fact that dakka is already edging out laser vomit builds, and laser vomit builds are going to get a swift kick to the teeth with energy draw, its pretty obvious that lasers will go the way of the dinosaur. SRMs might be okay depending on how their damage is factored in to the 30 damage cap, as there are rumors that spread weapons will count for less damage.
In that situation though, energy draw isn't going to make a difference, 30 damage times 5 is 150 damage..
150 damage, possibly spread over 5 compartments, is exponentially more survivable than 250 damage applied the same way.
Quicksilver Kalasa, on 10 August 2016 - 09:50 AM, said:
We have that currently, its called taking different weapons that behave similar to as though you were chain firing big weapons. Even still, your option to make that a "choice" is to nerf the alpha strike to the point that the whole choice is moot because you can no longer actually rely on them.
Define "rely on them". Do you mean know that every shot will land on the same component? If so, yes! And it is a
good thing. Not only is it better for the game, increasing TTK, but it is backed up by both real world physics AND the BT universe.
Quicksilver Kalasa, on 10 August 2016 - 09:50 AM, said:
I don't think you got the point of that post, if you had a choice between 2 AC20 builds or 4 AC5 builds, the one that would win out (as it currently does) if you can't reliably sustain the 2 AC20 build is the 4 AC5 because it has less downsides and higher DPS.
Heat? Tonnage? The only reason 4 AC/5 is better is because convergence allows every shot to land on the same pixel.
Quicksilver Kalasa, on 10 August 2016 - 09:50 AM, said:
So in your eyes, it doesn't matter whether it is a Spider with 2 MPLs or a Kodiak with 4 UAC10s, all should be punished for group fire regardless of the group damage output? Or is their context in that something like group firing 3 AC5s is acceptable but 4 UAC10s is not? If there is context, then guess what, we already have that, its called dakka and it is prevalent in the meta, even before the Dakka Kodiak came about (which was more alpha oriented).
I would not call it "punished". I would call it realism.
The more weapons fired simultaneously, the less precise they are. The choice is huge raw damage or precise smaller damage, repeated.
Quicksilver Kalasa, on 10 August 2016 - 09:50 AM, said:
So anything fired in groups is a blight upon mechwarrior, even if it is 2 MGs? It still won't change up the dynamics of what make a good build, just look at the 5 LPL Wubshee/Wubmaster. It still encourages me to stack similar weapons, but with a forced chainfire sort of system, I'm just going to gravitate towards big weapons and say screw anything small. Goodbye AC2s, MLs, SLs, MGs, SRMs, AC5s, LLs, Flamers, LBX.
No, anytime you can effectively build one superweapon out of many weapons, and have perfect precision on one trigger pull is a "blight" upon realism AND the BT universe. Like you said, it will not change what constitutes a good build (although I contend that more builds would be possible to be good), and it will not make lesser pilots into better pilots.
...so where is the problem?
Quicksilver Kalasa, on 10 August 2016 - 09:50 AM, said:
No it won't because suddenly I can withstand more firepower, making pushing much easier. You want mechs to be tougher and withstand more fire, guess what, that has direct implications on what strats/tactics are viable and it generally means range is less effective because removing firepower from the equation on a push is very important in whether or not you survive the push once they get within range. This is why you will see matches where a push occurs and they win despite one or two mechs dying with 0-100 damage.
You can withstand more firepower (actually it is the same amount of firepower, it just isn't delivered in one megadose), but
so can your enemy.
Satan n stuff, on 10 August 2016 - 09:56 AM, said:
I don't think you get what I was saying there, random elements are usually put in place so players with little actual skill can occasionally get a kill and skilled players have to put in more effort than they otherwise would. Players with good aim have it much harder because the randomness sets a hard limit on how accurate you can be while it barely affects players who can only aim in the general direction of the enemy to begin with. It's purely a way to stop games from being dominated by skilled players so they don't scare away all the newbies.
Since we don't have bad players going against good players if the matchmaker is working correctly there's no point in having such a system in MWO, in other words your example is completely irrelevant.
Oh, I get it. What you must have misunderstood is that I never said anything at all about randomness. At the very most it is a
player-mitigated probability curve.