El Bandito, on 06 July 2017 - 12:56 AM, said:
Those could work as well. The cooldown penalty must be real harsh to deter liberal use of dual Gauss, though. Something like 15 seconds.
I am drawn the conclusion that people are looking at the damage problem from the wrong end.
The problem isn't that a mech can put out a high alpha. the problem is the damage is applied to one section.
Now you could change this with cone of fire etc, but those have been ruled out due to technical issues. If you can't change where the weapons hit then you need to change how the damage is applied.
Lets (for this) change the way we think of armour. rather than one big lump but into sheets or layers.
Now if you were to armour a mech you would put an additional sheet onto the CT. But you would also integrate those with the sheets in the side torso, head and legs. I mean we all know this is how armour works in real life. Body armour spreads the energy from the bullet over a wider area, when a car crashes the energy is directed around the occupants not through them.
So the game idea that hitting the CT and the CT takes all the damage is not based in the real world, it's based on making a TT game easier. the game I think calls armour ablative i.e. it falls off or is vapourised.
Now if a layer of armour had a set hit point limit, lets say 60. If the damage on that sheet reaches 60 then it will fall off / vapourise. Now for gameplay purposes you can say that the sheet will disappear after 1 second once it hits 60 damage.
If further damage is applied within that 1 second timeframe it is not applied to the CT or target area but is distributed to the surrounding armour sheets.
So you and your team mates can do 100 points of damage to the CT in 0.5 secs but only 60 pts are counted to the CT and the remaining 40 points spread to the ST, head and legs.
The attacker doesn't lose the damage but that damage is less effective. therefore encouraging more controlled fire rather than vomiting everything at the enemy in one go.
The defender is given time to react and more of the armour is used.
A 1v1 fight is not effected because the ability to focus all the damage is not changed. So no change to TTK in 1v1.
What this system does is increase time to kill if focused by a single stupidly high alpha (like 6 PPCs) or by a group.
The system doesn't need to calculate all the trajectories as they don't change from the current system it just adds a calculation (which I think already exists for lost arms and PPCs to the application of that damage).
Edited by Greyhart, 06 July 2017 - 01:25 AM.