Posted 09 January 2013 - 12:40 AM
for what seems to be highly intelligent (sometimes) people, you guys sure do come up with some idiotic ideas for 'fixing' the game. Weapon spread? seriously? are we going to jump from 3050 back to 1945? Anyone who says lasers should be inaccurate needs to slap themselves a few times and think about that statement again. the only thing that really should be changed in terms of weapon groups is that every hardpoint on a mech should have a corresponding weapon port on that body part, so your commando has 2 lasers in its arms? they fire from 2 different locations on the arm. When that is done THEN you can worry about shots spreading out but only when in extremely close combat where the individual weapon systems cannot aim at the extreme angles they are being asked to do.
You can't fix or stop people from boating. Boating is a naturall reaction to a number of things,
1. how many weapon groups can i easily activate at different times? if i'm dancing with an enemy i dont have time to try to punch the right key out of 6 different keys while simultaneously steering my mech. So I use the mouse for groups 1 and 2, that means i have a limited number of weapon types i can put there, most people would'nt stick an SL and an LL in the same weapon groups.
2. managing and changing builds quickly and effectively. I'm going to boat multiples of similar weapons so after i finish fighting and can think hmmm i ran too hot there, so i'lll drop one of my 6 MLs and pick up a heat sink. or downgrade from a LRM20 to a LRM15. That's quicker and vastly easier than having to rebuild your mech from the ground up because you have 7 hardpoints, 6 different weapons in them and your overheating.
3. Skill limits aka multitasking. When I'm charging to the fight I don't want to be thinking gee should I use the SL, ML, LL, PPC, AC/2, or the AC/5? anyone in the middle of a brawl is too busy driving, aiming, dodging, monitoring heat, and ammo, not to mention the enemies damage spots and obstacles in the way to be concerned about which weapon will be the most useful in a given situation. They're gonna boat like weapons to take some of that stress off. THIS IS A BIG THING. In TT you have time between your friends actions and the GM's actions to sit and think about what your mech will do on his next turn, not so here in Live Action Land. I've done a lot of gaming, sometimes the time between my actions can take as long as 30 minutes! (longer if someone gets into a rules argument). And in theory those actions are back to back and can take between 6 seconds to a minute depending on your system.
So you see, trying to break boating and make group weapons inaccurate is a horrible idea. What we really need are a few simple, and some not so simple fixes:
make missiles not fire in a single burst cluster regardless of how many are fired at the same time
of course the damn lagshield that protects lights needs to be fixed
the reduction in cooling due to moving fast should be increased
the drift of ballistics weapons when fired while moving needs to be reduced
Collisions need to be reimplemented
bigger maps need to come into play
more weapon options need to be introduced, something to close the ballistics gap between machine gun and AC/2 primarily
ECM needs to be seperated into multiple modules, as well as worked on so you can reliably target those mechs outside of the AOE.
Why will that help? well, the missiles seem pretty straightforward, if they fire out in a stream instead of a clump it gives the target a bit more evasion time which is desperately needed when facing a cat with SRM6x6 and it will look and feel a lot more realistic. Possibly the worst thing i've seen so far is 5 LRM missiles coming to me, so I decided to suck them up to get a shot at the firing mech, only to realize he had 6xLRM5 and had fired them in a clump, so instead of 5 missiles I had 5 missiles with the power of 30.
Lagshield goes without saying
If the penalty for moving fast was a heavier reduction in cooling efficiency it will encouraging more 'tacical' movement, instead of a constant all out sprint all over the place for everyone.
Ballsitics drift is pretty crazy at the moment. This is exceptionally noticeable if you have a PPC and a ballistic weapon on a mech, fire them together at the same spot, the PPC will always hit dead on, and the ballistic wep will drift significantly depending on your speed. This makes ballistic weapons vastly less useful to any mech that relies on movement to survive.
Collisions speak for themselves mostly.
I believe larger maps will change the dynamics of everything we argue about in these forums. Especially if those maps allow for serious long range fights and for actual strategic movement. Right now all the maps have 3 general 'paths' everyone falls into and its exceptionally easy for 1 mech to watch all 3 and fiure out where the enemy is heading. With a huge map, say 5 or 10 km to a side, your team will have to rely on its scout mechs to figure out where the opponent is, and you'll have to decide to engage or fallback and protect your base or whatever.
I would like to see new balistics weapons fitting into the huge gap between AC/2 and machine guns. Also energy needs something between 2 tons and 5 tons.
ECM is a sticker for a lot of people. right now it does way too much and really has no counter that is as simple and efficient as itself, TAG is nowhere near as easy as having your ECM on and hosing all around you. I propose it gets split into mulitple parts:
Stealth, prevents you from being R targeted and locked on by enemy mechs,
Disrupt, 100-300m range increases lock on time, information gathering, and info relaying (the targets mark showing up on teammates HUD) by 50% but only for enemy mechs inside the AOE,
Counter, 100-300m range prevenst other ECM from working within its operational range.
Jam, 50-200m range causes information being relayed to/from missiles inside the AOE to become unreliable therefor making them less accurate.
first, note the variance in range, i propose each module will weigh between .5 -2 tons .5 for the least effective, and increases .5 tons for each additional 50m of coverage. This will mean that a light mech wanting everything will have to significantly sacrifice its offensive capability for that. Second the Raven chassis should really be the only type that will be capable of mounting ECM, its just too powerful on heavier mechs, especially since they can accept the increased tonnage and still operate at full offensive capacity.
OK, so theres my massive wall of text of thought for the current situation, lets see if anyone reads it.