So here's an idea -- what if we just made ALL weapons "auto aimed"? Computer automatically puts an adequate lead whether you shoot an AC, PPC, or Laser. The mech will AUTOMATICALLY shoot at the general direction of the target, but will require some sort of missile-lock. Think of it as turning every other weapons in the game like LRMs.
Here are the Components:
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All weapons subjected to cone of fire. PPCS, ACS, RACs, Laser no longer converges at the EXACT point of the reticle. Cluster-fire such as LBX or SRMs does not increase their spread-pattern, but COF applied in their case would mean where the center of such cluster is directed towards.
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SSRMs, ATMs, and LRMs used to share Locks, no longer. Each weapon will now have their own individual locks. And each shot would need reaquire lock, exept for Lasers, MGs and RACs. LRMs and ATMs now only needs retained target lock, not missile lock. Homing Missiles can fire before a complete lock is made.
Direct Fire weapons such as ACs, PPCs, LBXs, RACs, SRMs automatically shoots AHEAD your target -- an Automatic Lead, but it's merely constrained by the COF.
Direct-Fire weapons require LOS to achieve Weapon Lock, while Homing Weapons doesn't need LOS to achieve Weapon Lock. Burst-fire weapon such as UACs will apply spread to each individual shots, but laser-beams stay at the initial point of fire, but will move actively closer or farther from the center depending on how tight the lock-based spread is, but still retain the percentage of deviance from the center. e.g.
If the laser beam starts at 4 degrees right and 3 degrees down from a maximum of 5 degrees x-y spread to a minimum of 3 degrees, then actively reducing the spread when lock is being attained would mean that the laser beam would shift between 3 - 1.8 degrees down, and 4 to 2.4 degrees right, depending on how much lock is attained.
Torso weapons would have smaller COF, but Arm Weapons would have faster Weapon Lock. Weapons will lock based on what reticle they are assigned, except for homing weapons.
Lasers, RAC and MGs don't need to reaquire lock every fire.
One CAN still shoot without assistance of a weapon lock, which can happen if one doesn't engage target lock, or shoots prior to complete weapon lock. It wouldn't be just as effective with the tight spread.
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The effectiveness of weapons are heavily based on Weapon Lock. With pin-point weapons now subjected to COF, the use of Weapon Locks tightens the Cone-Of-Fire like Aim-Down-Sight for Direct-Fire Weapons, but the effect on LRMs, SSRMs and ATMS instead affects their tracking strength.
Example (Values are theoretical and only for representation of intent):
SSRMs, LRMs, and ATMs will be relatively the same as they are before, except that they are relatively fire-and-forget, one just needs a retained Target Lock, not Missile/Weapon Lock.
LBXs and SRMs are characterized by the smallest initial COF, and fast Weapon Lock, but will have little spread improvement that it's only necessary at using them outside their prescribed ranges -- such as SRMs beyond 200m, or LBXs at their actual effective range. That means they are less dependent to Weapon Locks.
ACs are characterized by balanced Lock Time, COF and Min COF. If you want to accurately place shots long range, this limits your rate of fire, but you can also rapid-fire at the cost of accurate shots. They are only dependent to locks depending on how far the target is.
UACs are characterized by slightly larger COF and Min COF.
RACs and MGs retains Weapon Locks and don't have to reaquire Weapon Locks every fire, they also have the fastest weapon lock.
Gauss Rifles are characterized by largest COF, smallest Min COF, and longest lock time.
PPCs are characterized by large COF, small Min COF, and long lock time.
Lasers are characterized by the smallest Min COF, and doesn't need to reacquire locks every after fire.
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Mech Sensors is now at 600m than 800m, and ECMs now only increases Lock Time by 50%, not by 100% or doubles it. Tacticon 3000, Active Probes, along with skill-nodes now provide 50% more sensor range.
Targetting computer not only provides weapon stat bonuses and sensor bonuses, they also reduces Weapon Lock Time and Increase Lock-Angle. For example, the starting Lock Angle is at 25-degrees, each level would add 3 degrees, so a TC1 would have an end 28-degrees Lock Angle, a TC7 would have an end 46 Lock-Angle, and a TC8 at 49 lock angle.
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Weapons will receive appropriate Coodown Buff and/or Damage Buff, likewise quirks would be reconfigured, even replaced for some.
Before you start, no it's not just to "rip" on LRMs, rather it's intended to quell the problem of unhealthy TTK due to the pinpoint nature of the game. This tries to recapture the feel of Battletech, and it's automatic damage/spreading component by making the aim less demanding of skill. The game would be mostly dependent on positioning now, it's more about how one skillfully acquires a good spot, than being good at aiming.
This also means that to effectively hit people long range you need targeting, making scouts a lot more integral when you want to hit people above sensor range. You can still shoot without the need for lock, but lock just makes it more useful.
So you think this would work? Would it be close to Battletech style combat? Would it be more or less fun?
Edited by The6thMessenger, 01 November 2017 - 05:35 AM.