Well, this isn't so much a problem, as it's extremely lame.
To me, an alpha strike is an massive damage booster. I mean, just sound it out.... ALPHA STRIKE... how macho is that, right? It should signify something more than just group 1 or group 2 substitute.
So this is how I envision a reworked Alpha Strike, and possible lore explanation behind it:
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Alpha Strike:
During a battlemech's desperate struggle for survival, a pilot may overcharge their fusion core to apply additional energies onto their weapons. A battlemech's on-board targeting computer will automatically overcharge laser barrels, pressurized ballistic barrels, and removed the safety lock of missiles. However, such an awesome attack may incur additional heat and component damage for operating outside the design boundary.
- actual in-game mechanics:
Every time an Alpha Strike occur, you deal 50% additional damage for 50% additional heat.
Every time an Alpha Strike occur, most of your weapons have a 15% chance of being disabled/self destruct. Weapons that are disabled will not suffer component damage, but merely removed from use for the rest of the game. Weapon that self destruct will incur twice the damage to the component that host the weapon. For example, an AC 20 explosion will incur 40 damage onto itself. Any leftover damage is transferred to nearby components. (This will be deducted from internal first)
Low heat weapon such as gauss rifle will instead suffer a 35% cataclysmic failure rate, and will explode should such failure occur. (However, manual charge time is removed for such an attack)
LRMs do not get a damage boost, as their damage are not from kinetic and/or chemical energy. Rather, the IS launchers will have minimal firing distance removed while Clan launchers will remove the reduce damage at short range and simultaneously fire all missiles like IS launchers.
LRMs will suffer 25% failure rate from missiles exploding prematurely. Damage to self will be calculated based on the total damage of the missiles. For example, an LRM 20 will deal 20 damage unto the mech itself should the missile failed.
SRM warheads are armed at firing, so Alpha Strike will instead calculate a tighter path. Meaning, even at 270 m max range, all missiles will impact in pinpoint damage manner. However, this new safety-off flight path may incur identical penalty as LRM launchers. (25% chance of premature missile impact)
It is worth noting that both LRM and SRM missiles self-inflicted damage will deduct from the armor in a spread pattern rather than from internals like ballistics. (Kinda like those old timey cartoons where the wiley coyote had the bomb exploding onto his face)
Streak function the exact same way as regular SRMs with the lock-on requirement removed. So during Alpha Strike, it's entirely possible to streak a friendly.
Flamers: During Alpha Strike, super hot plasma is injected directly. Your flamer will heat enemy mech twice as fast for the duration of 1.5 seconds and will override the 90% ceiling cap.
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This is a high risk high reward gambit. If you carrying 2 medium laser and you press Alpha Strike, you are essentially getting a 3rd laser for free. However, since you are more than likely going to fire more than 5 times a game, continuous use of Alpha strike will almost guarantee some sort of failure.
Players now have a choice to build meta mechs around Alpha Strike (eating the heat without shutdown) or around pseudo Alpha Strike (let's call it Beta Strike) which is simply firing all available weapons based on weapon groups without shutting down.
However, during desperate gambit, it may be worth the heat and weapon failure to turn an 80 point alpha strike damage into a 120 point.
It's also worth noting that if you are boating small weapons, you are almost guarantee to break something for Alpha Striking. 100/15 is only like... 6 or 7. (which is the same as the current SPL/MPL/ML meta without incurring GH)
One more mechanics, Alpha Strike has a 1 second firing delay for allow the fusion core to overcharge and for firing solution to be recalculated. Thus, I would recommend against using Alpha Strike unless you have a good target sight, or risk firing everything for nothing.
But during charge up phase, your mech will glow in a cool Godzilla like fashion. RAWR!!!
Edited by razenWing, 06 October 2016 - 08:36 PM.