I had an idea many years ago by playing MW4. Here we go:
The LASER would need some optical elements for focusing to be effective in wide distance range (0 – 800 m [MW4 wise]).
The focusing system would take for sure some amount of time to focus precisely, something between 0.25-0.5 seconds.
(Delay time could be also explained by preheating time of optical elements.)
In this case it will stay direct weapon (point and shoot, instant hit) but requiring some skill to aim properly by knowing (btw. feeling) the delay shift (due to focusing system).
This delay time however could be adjusted depending on how many people whine about the LASER.
The delay is internal and is not on a trigger. So that shooting in slightly defocused state is still possible by suffering some damage output (10 - 30 %).
As already presented in artillery topic, 3 additional weapon buttons (hotkeys) could be used to overcome delay time as follows:
1. LASER firing mode: Automatic (automatic prefocusing > delay) / manual (focus range will be set manually -> no delay time)
2. Focusing range decrease -
3. Focusing range increase +
This should fix LASER and make it a “skill depending weapon” .
In standard situation by pointing at enemy mech the LASER can be considered as focused (no delay).
Shooting out of focusing range will lead to lower damage.
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EDIT: Additional explanation:
if you go close to your enemy and your enemy is in your target the laser will be focused.
if you have a lock after some delay let say 0.5 s your laser will be focused
if you run blind out of cover and trying to pick a target without a lock you will need to wait for focusing delay, otherwise the damage will be decreased. However you can set the focusing range manually and shoot blind out of cover without delay.
It should be still possible to "override" by firing in non optimal focusing state.
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In case of PPC these additional weapon buttons could be used for overload of PPC with particles but allowing it to overheat and so reload time.
1. Standard firing mode on / off (allowing charge increase)
2. Charge increase (up to +10% dmg, +15% heat and + 10% reload time)
3. Charge decrease (down to -10% dmg, -15% heat and – 10 % reload time)
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Edited by Liam, 06 January 2012 - 06:17 AM.