Quicksilver Aberration, on 01 August 2024 - 07:49 PM, said:
The key would be for it not to suck! So, you'd take measures to address all of the play experience challenges.
Isolated from other mechanics, Chromehounds' recoil did what it was supposed to: prevent players from 1) feeling stupid for only mounting x-1 of a weapon type, or 2) distorting gameplay by making x mounted weapons a rigid meta. And that's what you'd want to do here.
Proportional recoil would accommodate builds not deemed excessive in design for the experience. Players would figure out, "Okay, this is too many guns that I should expect to fire with one trigger pull." Spread would be more common with smaller caliber, but much more limiting with large: again, Heavy Gauss is rarely run in singles and the argument here is that the "2 hitting simultaneously is mandatory" mindset isn't great. You'd instead have players perhaps running two but knowing they'd need to work for pinpoint. And then, say, 6 AC/2 wouldn't fly wildly off-course but they wouldn't be a high-ROF AC/12, either.
It wouldn't be inappropriate to have a reticle return to null after a shot, either! That'd greatly increase predictability and increase skill ceiling in a pleasing but controllable way.
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Keep in mind, recoil is only for PPFLD. Other weapon systems in this set of assumptions have directly diminished damage. You'd want to avoid excess in terms of build or firing, but would simply be limited rather than punished.
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I actually think the concern about range is much more closely linked to a lack of smooth, early diminishing returns. If you get hit squarely by one long-range weapon as you're crossing the map, yes, it may matter more proportionate to your tonnage. But it's not bad. Yet when it's multiple weapons and high damage...long-range becomes king. Along the same lines, lately I've been running 45/50-ton 'Mechs and the instantaneous close-range stuff from 100-tonners just cuts you down. But if that were more spread over time and space...
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That's an interesting point. I do wonder if it seems that way because a 1v1 runs the game's flaws in slo-mo, though, and build choices that players feel competitive with are still very limited.