Greetings fellow Mechwarriors and freebirths!
There has been a lot of discussion about how weapons should behave, all over the place and with no clear goal. I'm making this thread to discuss my thoughts and for others to voice their opinion aswell.
Due to the fact that weapon damages (and ranges??) are bound to change dramatically with the next patch, I am _not_ going to discuss damage directly. Instead, I will be focusing more on the look and feel, aswell as the way the function. Let's get started!
LasersLasers are more or less fine, but I'd like to propose damage dropoff. At the moment, laser beams disappear into thin air 1meter above their maximum range. That's ridiculous. This is what I had in mind:
% of max range | % of damage
50 | 110
100 | 100
110 | 75
120 | 50
130 | 25
150 | 10
This way, lasers can still be used at up to 150% of their max range, with drastically reduced damage however. Below their maximum range they become more deadly even, but only a little bit. This is only an example, real values have to be determined by testing, or even better, be derived from a formula so we can avoid unnecessary "steps" in laser damage.
--- new section ---Pulse lasers could be made full-auto, like suggested
here. They could use a slightly different "sparks" effect, due to the fact that they were designed to avoid sparks/molten armor from getting into the beam while it is still active.
--- new section ---Effects-wise, I'd like to see the beam having infinite range, but getting thinner and thinner the farther it shoots. Currently, if you watch a laser battle from far away, it looks like 2 mecha-jedis fighting with huge lightsabers because of the beams ending abruptly. I think this looks a little bit strange.
I'd also like to see more sparks flying away when a large laser eats through metal to illustrate the amount of damage done
AutocannonsAs proposed by many here, I'd like to change Autocannons into AUTOcannons. That is, full-auto cannons. The AC20 for instance was always defined as a weapons system that does _on average_ 20 points of damage. In no way was ever mentioned that it has to be one round

To illustrate:
something like thisThe *thumpathumathumpa* should please many players and emphasize the power behind these weapons. UACs of course would have twice the rate-of-fire.
Per-round damage will be adjusted accordingly.I'm still not sure how LBX should be handled and there are ongoing discussions, so I'm not going to propose anything here. The only change I'd definitely want to see here is the ability to switch between Cluster and standard ammo.
Additionally, huge shells and clouds of smoke should be ejected from the guns and the barrel should start glowing after a while to make it even more awesome

Splash damage could be reduced.
The projectile could move a little bit faster than currently. To discourage sniping, a _slight_ inaccuracy shall be introduced for the bigger ACs, so that autocannons become increasingly useless the more the max range is exceeded. They are brawler weapons after all.
The target should be knocked around a bit. Remember the
MW3015 trailer? The Atlas uses an AUTOcannon that slapped the Whammer around like a wet towel, and that's just what AC20s should do. (but far less extreme!)
PPCsPPCs are already pretty cool. I'd say remove the knockback of the target. The kinetic portion of this weapon is not enough to make a difference. Instead, add electronic interference (HUD scrambled for a sec, throwing the crosshair around). Almost the same result (aiming becomes difficult) but different mechanics. Radar being blocked for a few secs could also be possible.
I'd like to use the thunder sound of the Manpack PPC on the bigger ones aswell though. As far as effects are concerned, sparks should fly off the hit zone, just like on laser hits. After MWLL moves to Warhead, I'd _really_ love the
PAX weapon effect instead. Seeing molten, glowing armor plating dripping from mechs should look pretty cool
Gauss RiflesI propose knockback for Gauss and Heavy Gauss. It's the weapon with by far the highest muzzle energy, so firing this weapon should really give you some headaches. (in fact, the HvyGauss has so much recoil that light/medium mechs in CBT firing it have to make a piloting roll to determine whether they fall!). The target should also feel this power, so knock it around aswell, even more than autocannons.
Hvy Gauss can't be mounted in arms (CBT rule, makes sense tbh)
Gauss slugs, just like laser beams, do not vanish after exceeding their maximum range. So here I propose the same dropoff like with lasers.
When a Gauss rifle is destroyed, they inflict damage to the mech due to exploding capacitors.
A tiny amount of splash could be added to this weapon.
LRMsIS LRMs don't arm below their minimum range. They can still shoot, but won't explode on impact. This knocks the target around a lot (and maybe causes it to fall should this ever be implemented) but inflicts only minimal damage. I'm unsure whether Clan LRMs should suffer the same penalty. They don't in CBT.
Armed missiles impacting knock the target around even more, depending on how many hit.
I think a randomizer could be used to make LRMs cluster around a bit, so they don't try to hit the CT/Head all the time
The ability of LRMs to follow NARC/TAG should be allowed to be switched off. SRMs/MRMs shouldn't follow NARC/TAG at all.
FlamersThey need to do a lot more heat to be viable. Trying to overheat your enemies is currently pretty much pointless, especially if they happen to be in a Novacat with 640 heatsinks and coolant.
Machine gunsI don't like the fact that all machine guns are rotary. Only the Piranha mech uses rotary MGs, everybody else uses normal single-barrels (12.7mm Browning actually)
AmmoShould a crit-system ever be implemented, I'd like to see devastating ammo-explosions. With the current system (armor=internals), this is not viable.
HeatWhile not being a weapon, I 'd like to talk about heat aswell. Firing 2 large lasers puts your heat at max and cools down rapidly. This doesn't make sense to me, all that coolant in your mech should make for a larger heat capacity. That is, you can create more heat until the temperature goes critical, but you dissipate slower aswell. This way, a Mechwarrior can choose whether he wants to fire a lot of weapons and overheat fast, or fire few and keep the heat in check. An overheated mech should take a while (10 to 20 secs?) to cool down. This allows people to behave differently depending on the situation or their style.
High heat levels should put you at a disadvantage though. Your mech moves slower, your vision gets blurry and aiming gets harder. Should ammo explosions be introduced then high heat bears that risk aswell.
Coolant should be removed altogether and made optional, taking up free tons like ammo.
Vehicles don't have to deal with heat. They automatically have enough heatsinks to dissipate any heat they may build up.
Oh, and jumping throws off your aim. And remove the glowing weapons, they make spotting mechs far easier in the dark/at a distance :/
Phew. That's it. Thoughts? Opinions?