I was reading through thread on heat and how heat dissipation should be continuous, this led me to think about the other factors that that are thought of as static in the TT system but will need to be changed to be properly represented in a real time system, especially weapons and their effects (heat and damage).
For the most part our numbers come from TT and those show what a weapon is capable of in a 10 second period, but I don't think we expect all of our weapons to work on 10s cycles, especially some of the smaller weapons like lasers. In order for these faster weapons to feel like we expect them to their effects are going to need to be appropriately scaled to maintain a damage output balance.
I.E If we expect to shoot a med laser three times in a 10 sec period, it's damage and heat output per shot is going to have to be divided by 3.


Weapons/Time Scaling
Started by Slyck, Jan 12 2012 12:19 PM
2 replies to this topic
#1
Posted 12 January 2012 - 12:19 PM
#2
Posted 12 January 2012 - 12:27 PM
I expect this to be the case and it would make these weapons require more effort to deal damage with because you will probably not be locked on your target for 10 seconds straight most of the time while strafing, torso twisting, jumping and ducking for cover.
#3
Posted 12 January 2012 - 02:45 PM
It would definitely help mitigate the pinpoint effectiveness of the small weapon boat mechs, like the nova. Something I was personally guilty of exploiting.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users