The spice must flow?
Ok good about time one of these threads came about. I, in my humble musings have been posting thoughts on your ideas and suggestions panel about alterations to the game, which seem to be overall positive reactions from those who read them, so instead of reposting it. I will share my thoughts on weapons in general without settling on a specific weapon.
- Ranges to seem either too high or too little, an energy mech is going to smack you no matter where you stand. In the real world, lasers and such lose range the farther they go from the emitter. So,perhaps the farther away you are, energy weapons accrue a miss chance to just not hit the target at all. Though, in a tiny map like the arena and ai fights, that might not work.
In, again, other games, most of the good, gritty and hard combat is at mid to close range, with sniper class mecha or missile boats being the long range fighters…
So, perhaps some way to level the playing field aside from damage and range changes to counter it would be useful.
Either include a few more weapons with 0 energy cost to combat things like long ranged energy break or , as in Battletech weapons have 3 ranges. Short-Mid-Long (some have EX) and the balance for those weapons are the farther out from your optimal range, the less damage the weapon does.
- Some weapons seem, compared to similar types in other mecha games, either oddly stunted or overpowered. Now, this is -not- directed at -any- single weapon, this observation, but often when you fire off oh lets say a Gatling/Minigun/Vulcan it has a specific type of damage, maybe a bit of splash, and it drops brass and spins down but it has a reliable punch to it even if the weapon takes a second or two to get up full speed.
As far as I have seen though, energy type and missile type weapons seem to do a hefty amount of damage/energy drain/knockback compared , again, to other weapon types of a melee or projectile nature.
And again, this is not a “Oh n00b whining about weapons” These are just some things I have seen and guessed at for overall weapons in SM.
3.Weight. Now then again in all kinds of mecha games from Armoured Core to Mechwarrior to oh lets get vintage and say Vurtial-On, have some kind of weapon vs mass vs use limit. Now, in simple terms this breaks down as follows.
Projectile weapons: at least a quarter to a half of the mass is devoted to ammo, feeding hardware and the like. This makes them heavy, but due to the relative ease of getting say gunpowder, brass, lead, etc; projectile weapons are often cheap and lighter then other weapons due to the fact that their ammo is factored in.
I know SM no longer uses ammo, but it could be justified to reduce the mass of phys type projectile weapons along this line of thinking, since ammo is no longer a consideration.
Energy weapons: These weapons are usually able to use a reactor core, plasma battery or some other form of self contained energy system to provide ammo, however they have a significant overheat factor due to the need to charge particle accelerators, laser crystals, capacitor banks and the like.
These weapons are usually best for limited use or group fire then switching to another group while they vent reactor heat and waste energy. Weapons like this, are usually heavy as well because of the high internal requirements, the cooling systems and so forth. They do however suffer from high energy draw and high heat at the expense of long range and high damage. A way to balance them might be to limit energy weapons to a single shot per fight, or as mentioned, cost a higher amount of actions to fire.
Just my thoughts.