Basically we have 3 different weapons systems, each of which should have various negative effects to boating and by extension increase TTK.
Missiles: In the case of LRMs, I proposed here, that LRMs locked would have a "crowding" mechanic that limits the spread, based on number of missiles fired.
More missiles fired in a volley, the wider the spread. Hold lock for longer, missile spread tightens.
Fire repeated volleys, spread widens again.
In case of SRMs, a similar crowding mechanic, but instead of using a lock-on feature, is more passive, relying on time cursor held over mech to tighten spread. Not quite the same, but similar to lock-on.
Ballistics: For auto cannons I propose a "rattle" mechanic, where each AC produces "rattle" when it fires, and if ACs are fired fast enough, this "rattle" will accumulate, ramping up the jam chance. This can make regular ACs jam if boated, but still less often than UACs. UACs produce more "rattle" than they can handle if fired at double RoF, even on their own.
Energy: Heat should be the primary factor driving boating restrictions on energy weapons, so I am intersted to see how the new "power draw" system works out. I liked the idea that at high alpha, laser duration is dragged out, hopefully PGI find a way to make it play nice with HSR (as that's the hold-up on heatscale effects, apparently)
Edited by Gryphorim, 15 June 2016 - 01:32 AM.