Secondly: Ballistic weapons: A: should have minuscule if any energy draw. Ballistic weaponry generates kinetic heat (*Gauss Rifles should as well, they are being propelled at Mach 7.4 currently in-game with no quirks or velocity adds, they're supposed to travel at mach 10.) Where the only draw on the reactor would be the electromagnetic loading mechanism. Gauss Rifles would have a special place as they would only cause energy draw while they recycle. (as they charge a series of super-capacitors that unleash massive amounts of electrical current through a string of electromagnets that propel the munition from the barrel.) And B: Ballistic Weaponry (aside from Gauss and LB) should have their ammunition generalized in much the same way as SRMS and LRMS. as well as their damage per round. This change to ballistics would increase kill time, heat generated, and enjoyment. A regular Autocannon 2 would have a low but sustainable ROF (Rate of Fire), where an AC/20 would have a much Higher ROF with lower sustainability. Ultra Auto-cannons would be quite different. UAC/2 through 20 would have the same ROF, higher than regular auto-cannons, but with (instead of just a chance to jam) an increasing chance to jam as fire is sustained., And instead with investing more weight and space in the larger gun for Higher ROF, you would receive exponentially decreased rate to jam chance. By generalizing the ammunition and damage of each round of auto-cannon ammunition you naturally increase time to kill. Allowing a generalization of damage at range, as well, would increase time to kill. the Noted effective range of weapons (SINCE BATTLETECH) has been an estimated effective range based on weapon behavioral characteristics. An AC/2 has a 700m effective range because it fires more slowly, allowing the targeting computer more time to compensate for recoil. an AC/20 has a ridiculous ROF, allowing no time for the T-com to compensate. yielding estimated effective range to be 270m, outside of that, the rounds just go EVERYWHERE. (this does not apply to energy weapons. their focal points are a real thing that causes reduced effectiveness over range.)
This brings me to what everyone should be saying, "that's just going to make SRMS OP!" Yes, I agree. My solution: As with Ballistics, missile systems should have little to no energy draw, and should only occur during recycle. To ****** the effectiveness of a 24 point SRM swarm would be to eliminate the swarm. By this, I intend : To fire a single SRM per keystroke. For example: I have 2 SRM6 on weapon group 2 (Mouse button 2) Chainfire is not enabled. Keystroke: 2 SRM fire generating (x) kinetic heat, Keystroke, 2 (4 total) SRM fire generating (x) kinetic heat, keystroke 2 (6 total) SRM fire generating (x) kinetic heat, SRM launchers empty, electromagnetic actuators begin reload (Recycle time) Consuming (x) energy of the reactor.
I would like to take a second to point out my biggest point that I want recognized through all this. I want this game to be more physically realistic. More aptly put, I would like this game to be based more on REALISTIC PHYSICS. A: Action, B: equal and opposite REACTION. If this were done thoughtfully, the game would balance itself.
Jump Jets. Firstly, most importantly, the lightest classification for a BattleMech is 20 tons, (any more light is battle armor) the light class is from 20 tons to 35 tons. A light class jump jet is a Class V, weighing .5 ton. If I put 1 Class V JJ into a 20 ton 'Mech, it can jump 10 (as an example) meters, If I put the same, single Class V JJ into a 35 ton 'Mech, it can jump 5 Meters. See, same size jumpjet for a class of 'Mech, takes you farther the lighter in that class you are. Point: Assault 'Mechs are classified at 80-100 tons. Assault 'Mechs use Class II JJ's, that weight 2 tons. I put 1 Class II JJ into an 80 ton 'mech and it jumps 10 meters. I put the same single Class II JJ into a 100 ton 'Mech and it jumps 5 meters... you see? there's a reason those JJ's weigh 1.5 tons more per jet. To balance this equation has already been done, the only assault class battlemech that can support more than 4 JJ's is the VTR-9K. What hasn't been done to balance them is they should A: Generate MORE heat, and B: while recharging consume (X) amount of energy per second. Jump jets are a feature used for MOBILITY on a battlmech not jumpsniping. Since their implementation they have hardly ever been used for their intent, and now with the nerfs to them, CANNOT be used for their intent.
Finally, I would like to point out that EVERYTHING your mech does should draw from energy. whether it be torso twisting, accelerating/decelerating, turning, running, jumping, falling, getting shot by high velocity ballistics. The higher your throttle is set, the more you turn, the more you stop/go, should all increase drain per second on your reactor. Does anyone else remember putting an XL 300 in a firemoth in MW2? I do, I overheated before I hit the top speed of 432 KPH. That was done correctly people.
Please view the fallowing Youtube.com link:
Shivaxi makes some very good points that support exactly what I'm talking about here. On that note, Get Rid Of Quirks, then make my changes. Always keep in mind : every action has an equal and opposite reaction.
Edited by RighteousDude, 08 September 2016 - 08:02 PM.