Pjwned, on 26 January 2017 - 10:09 AM, said:
Now I'm getting annoyed.
So "making mortars good for precision fire" also apparently means jacking up the stats in some unspecified, arbitrary manner despite making no mention of that at all? That doesn't even make sense either when your concern is about the stats being too good compared to SRMs & MRMs, but apparently that's only an issue if you improve the stats somehow in the first place.
What the **** else do you expect me to base the stats on besides what its actual stats are? The only real counterpoint I've seen is "make it an AoE weapon somehow instead but I don't know how it would actually work without splash damage being a potentially serious problem."
It's pretty ridiculous that I have to say "I can't read your god damn mind" twice in the same thread, so if you want to knock that **** off for good that'd be great, thanks.
You don't have to bring it up for it to be salient to the conversation. However , it does feed back into your expressed desire for it to be a precision munition.
Why does it have to be buffed? Because 2 damage/shell is incredibly mediocre for any weight launcher. You will have to buff the damage or give it stupendous rate of fire to compensate, both of which can and will be abused as "light" ACs up close and possibly out to mid-range pending velocity.
It doesn't take a mind-reader to suss that out.
And honestly, I don't see splash as an issue. We already have it in the game with strikes, mortar rounds would just be dealing 2 splash over an area. The point of the weapon, and the one weapon role we do not have in this game, is to flush out hidden targets and split up groups; 10 shells from an MM/10 doing 2 splash with a 5 meter radius and dropping to zero by 10 meters would be sufficient. Not enough to kill a target quickly, but enough that staying grouped will put that whole set of targets at risk of being legged, especially as the match wears on.
As for your statements on Page 1:
1. I am accounting for aim angle, I dont see a problem with it. How it works in TT is entirely irrelevant; MechWarriors don't even technically aim their weapons, they just prioritize targets and set the firing order.
2. You exaggerate this game's uniqueness; what is called 1000 meters in MWO terms is called 150 meters in Battlefield 1 terms and 500 meters in Battlezone terms, visually. It's all relative. Alpine Peaks is functionally smaller than Monte Grappa. There is no aim assist for lobbing tank rounds, including the howitzer, over hills and such. MWO is not a special snowflake.
3. Pretty sure splash was removed to improve hit reg, not because it was too potent. Actually, missiles back then were gutter tier.