Everyone always looks at this and says the weapon and damage it does is the problem. Or it's to low tonned.
What about the SIDE EFFECTS of Excessive boating of ANY weapons type?
This makes the game more than just about Aim and build. Piloting and heat management would become a REAL thing.
Ballistics
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So. Shouldn't ALL ballistics have some sort of recoil. Obviously an AC2 or machine gun would be pretty minimal.
But it would seem that torso mounted ballistics, missiles (although a bit more gentle), and PPCs (you are firing charged particles which do technically have mass...more so that just light) should cause a noticeable and cumulative recoil? (The more you fire at one time the harder to control?)
Arm mounted weapons would have same, but the arms would soak up some of that. That discourages over use of high torso mounts. And just might make mechs with High Arm mounts popular.
It should be HARD to keep dual UAC20's on target if firing both at the same time. Same with Heavy Gauss, or Gauss.
Machine gun boating? Great....Ammo feeds can JAM.
Energy Weapons,
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PPCs and Lasers should cause issues with power draw, heat etc.
For example: high heat levels should cause problems with targeting computer (ie your crosshairs) and come with risk of damaging weapons systems. Ie...you fry circuitry. If power transformers can blow (and they do) then a capacitor can do the same thing. (and they do). Same thing with Power draw. Thus there comes a risk with firing to many energy weps simultaneously. Lets say 30 points of damage worth of power. That's 2 Clan ERPPC. 3 IS PPC/ERPPC. We'll round off to 3 Large Laser/Large Pulse, and 6 IS medium/medium Pulse Lasers, and 5 Clan Medium/medium Pulse lasers. And however many small/small pulse lasers... More than that, you can damage a weapon, or even all the weapons of that type in a certain section. (Ie all energy in left arm, or right torso) as you blew out a capacitor or maybe at high heat levels you can blow out some heat sinks.
(I personally would like ammo explosions, but don't think folks would go for that).
Want to talk missiles?
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Personally, I think that having excessively large numbers of missiles in the air should cause targeting issues. Those LRMS are NOT active homers. They are at best semi-active homers, and require a signal from the targeting mech to track. And when you have LRM 60 mechs with 120 missiles in the air (very possible ) it would seem like , you just shouldn't be able to get a lock until at least 1 volley hits. Or maybe the number should be more like 90. Streaks are obviously bit different but with their current targeting of different components that doesn't seem quite as severe.
PGI always focuses on directly nerfing damage or heat on a per weapon instance. Never thinks about the SIDE EFFECTS of excessive energy, missile, or ballistic boating. What I am proposing would force players to lower alphas and use them sparingly or otherwise REALLY JACK UP THEIR MECH for the rest of a match. And it would make some playstyles more challenging if you continue to try and boat.
Just sayin'.
Edited by TheSteelRhino, 12 June 2018 - 06:27 PM.