I'd rather see a reduction in weapon range than anything...not really a reduction in optimal range, i think most of those values are fine. But maximum hit distance nearly doubles the range that weapons are supposed to be used at on allot of weapons. (talking all weapons, not just clan)
This becomes a problem with lasers, specially er large, where you can guaranteed pick and poke a target at 1600mtrs...(thats across the map), add a couple mechs with er larges and youve got a mech half dead before its made sensor range.
With this change would need to come an increase to lrm spread, but its lrms, they are supposed to be used for suppression and softening targets...not ripping them up outright. Hell id like to see my lurms have enough spread to hit multiple targets if they are clumped enough.
Which brings is into splash damage, heavy lasers should've been a wide beamed short duration (similar to is laser duration) splash hit brawling laser. Like an lbx laser. Boating high heat, massive damage thats spread out, making it ineffective against smaller targets, but great against larger ones with bigger hitboxes. Instead it was made into a medium range pinpoint weapon.
And now im gonna ***** about is lrms, all srms, and autocannons...
-lrms in general should hit in a stream (is having slightly tighter spacing between missiles than clan)
-Srms also, should be firing in a stream, big drawback on missiles should be -chance to hit/missile. Shotgun srms with lbx's are ruling 1v1's. MW is not a twitch game with 1 shot kills and never should be.
-Lbx's should have damn wider spreads, and be the only thing outside of gauss rifles with pinpoint projectile damage when using slug fire.
-All! autocannons should be burst fire, clan using more shots in a burst for same damage. And if they are gna make weapons rapid fire like racs, ect. maybe....just maybe...one of them should make, i dono, smaller bullet projectile effects for them...blinding and suppression exists.
And last, but very much not least. Lbx's should be able to switch between slug, and spread fire, and is ppcs should be able to turn off safety's to fire at 90m, but take damage...
"BUT THE CODING DOESN'T LET US!!"
The coding is allowing you to switch equipment and weapons into a different state, i.e stealth armor off, ecm mode, and ams on or off.
Very similar functions would be used for firing modes....so yes, yes you can.
"But complication in keybindings!!!?" scroll selects weapon group...middle mouse click changes firing mode on weapons in weapon group...
"But that increases complication!?!?!"
outside of the fact the only people playing this have been in mechwarrior for decades, make a ******* tutorial that actually covers mech customization. Maybe start newbies off with a staple mech like...the wolfhound/panther and uller/adder (either or).
Bang, now you can buff mobility on heavier mechs, lights/mediums are harder to hit because of weapon stagger/splash. Time to kill is increased, and so is our Entertainment. Hill poking from across the map will no longer exist, teams must get closer to eachother and use terrain WHILE moving. Flanking and hit and runs will now be more effective since, those hit n runners no longer have the risk of their backs being blown out by a heavy gauss rifle at 800mtrs, and lastly, this pick and poking from cover **** like we are dudes in call of duty with a paper helmet will cease to exist...and we may, have the insane, all angle bob and weave charge, using a longer range weapons as we close, mechanized slug fest we all so desperately want.
-end rant.
Edited by XkrX Dragoon, 13 May 2018 - 04:08 AM.