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Weapon Fire Delay/firing Sequence Duration Changes


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#1 Skyfaller

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Posted 10 November 2012 - 07:06 PM

Its a simple concept:


Increase the fire delay of all weapons to 10 seconds.

Increase the firing sequence of all weapons by 5 to 8 seconds (depending on weapon).

Heat cooling takes place only after firing sequence ends.

Increase the rounds fired per second for projectile/missile weapons (depending on weapon type).

Increase the ammo of weapons by X amount (depending on weapon type)



How this would work:

Lasers:

Laser beams remain active for 5 to 8 seconds depending on type. The damage the laser does is inflicted for however long the beam remains on target.

This makes laser weapon re-fire time be between 5 to 2 seconds depending on laser size/type.

Projectiles:

Firing one shot becomes firing several rounds per second. The damage one shot of projectile does now is split between the number of projectiles fired during the firing sequence.

Thus an AC2 could end up firing like the current machine gun and inflict its damage only if all rounds hit. The AC20 would fire like the AC2 does now and inflict its 20 damage only if all fired rounds hit.

Missiles:

Same as projectiles except their firing sequence is much shorter (5s) since the missiles do have to fly up and home in on target. However, those 5 seconds means the launcher is firing missiles in small clusters (kind of like how the Awesome 9M fires LRM's..in packs of 5 rather than how a catapult fires: the entire load at once).

The result:

Heat management and stats fall perfectly inline with TT rules. After all, 10 seconds per shot is the TT basic standard. Players in game need to keep their aim for longer periods of time while the weapons fire. Damage output per second is lowered and combat time is increased, making the game much more enjoyable than the current grabarse-circle fight for 10 seconds till one of you dies.

Finally, it enables a lot of different tactics. If players can no longer dump massive damage per second the mech's armor becomes very tactical...and combat becomes a true challenge of marksmanship, positioning and team tactics.





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