There is so much equipment from battletech that PGI can choose from its just a matter of converting it from a turn based table top to a setup that works in an FPS. I know nothing is likely to be added anytime soon especially not weapons since PGI doesn't know how to code ammo which would be the easiest way to add something new.
Rant done I know there is a thousand other posts saying the same thing so nothing really new. I also know others say we should balance what we have before adding anything new, I wish both could be done.
Anyway the rest of this post is just me spit balling on weapon systems that could be added to the game. I think they are in timeline I cant remember all of them.
ARROW Missiles: works like LRMs for the most part needs a lock before it fires, very fast moving and arcs through the air but doesn't actually home on the target just lands where the target was when fired. Huge explosion like an artillery strike to damage multiple mechs and make up for the fact it doesn't home in on the target.
MRMs: pretty much follow their description, fires missiles one at a time in a stream that's very accurate and fast moving but completely dumb fire. Like a laser in missile form.
Head hunter missile system: why not! i think it'd be hilarious to have a lock on missile that always targets the head. only fires one missile that does 2 damage and has a 4 second cool down might even be balanced since boating 6 of them would take 3 volleys to kill a mech and that doesn't account for someone torso twisting to make the missiles hit somewhere else.
Rotary auto cannons (out of timeline): instead of making it work like the ultra why not use the current flamer bar mechanic. Make it work like a giant machinegun that fires rounds over a long distance continuously without a cool down. the rounds would be less than what is listed so not every bullet from a Rotary AC5 would deal 5 damage it would just have a higher DPS than a rotary AC2. instead of a random chance to jam there would be a bar that depletes like the flamers and if you held down as the bar emptied the weapons jam. Making it different stops them from just being Ultras on steroids.
Gauss variants: I wouldn't mind these. They have different stats to balance out maybe just have the charge mechanic on the heavy gauss since it'd be able to hit pin point for 40 damage over a long distance if you carry 2.
Laser variants: there's so much you can adjust to make a new laser weapon fit in. Currently they only fiddle with beam duration and heat not really touching cool down, but that could make lasers function completly differently from one another while still making older versions viable. IE pulseX lasers (out of timeline) could deal a small amount of damage in a single pulse bolt or instant over longer ranges than normal lasers, but it has a half second cool down so it fires rapidly. so a single shot from this weapon doesn't do much but with its short cool down it has a good DPS if you face tank. This makes standard pulse better for brawling because of their high upfront damage and long cooldown allows torso twisting to spread damage but PulseX would be a better choice for range, or someone who doesn't know how to torso twist.
Machine guns: for the love of god just fix these things! no cone of fire and 1dps. BAME! its like a brand new weapon just got added.
Edited by SirNotlag, 29 September 2016 - 04:45 PM.