justcallme A S H, on 24 April 2021 - 08:43 AM, said:
This might sound broad - but - fun. Make mechs, weapons and chassis have options across the board.
High/Low skill overlaps. People will debate this of course - however look at Tier 1-3 games vs Tier 3-5. It is completely different. 3min games vs 10min games.
The skill-gap of weapons is not so much of a focus in that - do they all, work? That is the aim. Something that slaps like a wet noodle does not work and is not fun.
Actually, that is fairly straight to the point and informative. I had a thought that was the aim, but confirming it helps.
With the specific weapon systems quoted, it may be a little difficult to really strike to the heart of their troubles. With LGR/ERPPCs, a fair bit of the problem seems to be based in quirks, which will be getting a pass in the near-ish future. Likewise with the uPL, since part of what makes them so deadly is that responding to the big offenders is difficult since they are so much more mobile than everything else in their weight class or their usual targets are so much bigger.
That being said, has any thought been given to adjusting the role that the uPL performs? At current, it competes with the cERSL and ERuL as being effectively a duplicate of them, but with reduced burn time. Could it instead be balanced in respect to machine guns? Drop the burn time/cycle time/heat/damage substantially, effectively turning them into laser machine guns, but remove their critical hit chance entirely in exchange for being better on armor. HMGs would still be viable because they would be effective on both armor and structure, and you would expand the number of mechs that can go for machine gun type builds because they would be able to pair their energy slots up with their ballistic ones.
The SNPPC issue seems a little easier to handle, being it appears to just be a PPFLD problem and being able to pair three of them up with a big ballistic. You can keep the SNPPC damage where it is, but drop the pinpoint damage by two points and instead have it splash one point to each adjacent location similar to the cERPPC. This means the huge damage WHM mentioned earlier would only do 44 damage to a single location per alpha, which is still a lot. You could change those adjustment numbers to half that amount, too, if a 50 -> 44 reduction seems too drastic for the amount of tonnage and heat dedicated.
Edited by Verilligo, 24 April 2021 - 09:10 AM.