So let's talk about the incoming Jump to the Future, new Warfare Tech (Mechs, Weapons?) and a new Challenge to balance the Gameplay.. What is your first thought? Do you agree with that? What changes do you expect / do you want to have? I'm all excited to have a fresh feeling on the Battlefield, but i'm also curious what improvements we might get and also, what tech could break or make the "end game" (!?)
I don't have much experience with BattleTech, but I watched a Youtube video where someone talked about weapons that could come out, so I feel like an expert now. I'm most excited for (and hope they make it in) SSRM4 and SSRM6 for IS. It's been a long time coming since clan Mechs came in. Out of everything else, the biggest discussions seemed to center around the following: 1) MRMs, and how they would come in and be balanced so SRMs are still a thing. 2) c-ATMs, whether or not PGI would use their different ammo or have them work at medium range (especially since short range would overlap with c-SSRM and long range would overlap with LRM)
1) I would try having MRMs work like Streak SRMs (lock on but flat trajectory) but with longer range. The weight of the launchers and 1/damage per missile would balance them out against Streak SRMs. I would also have them track more like LRMs so they wouldn't be instant death for lights 2) I think a simple way to do ATMs would be to have them work, again, like Streak SRMs but vary the damage by range. Under 3-400m, they do SRM damage. Past that, they do LRM damage. I don't know if they're supposed to be able to fire indirect or not but if they could have them fire indirect at ranges over 600m, that might work.
Most of the suggestions I saw were to make MRMs balanced by having them come out in a stream. More damage per alpha, but not as good as a shotgun to hit lights or for the brawl.
MRM cannot be like streaks, since it is supposed to be dumb fired missiles. Way to do it is to make is fire and scatter like a machinegun or something, and make missile speed to be not too fast. That way it would be great at taking on heavy and assault at long range but a pain to use on lights. Also waiting for TAC. More dakka.
Oh, if we're talking new weapon mechanics: I'd like to see a form of balancing weapons so that poinpoint alphas are no longer a thing. Ghost Heat, and the Energy Draw system they have proposed merely delay the next alpha. I want something that removes the pinpoint from alphas. In Table Top, each weapon in an alpha strike has a separate hit location roll.