Weapon ratings

Welcome to the new war raging across hundreds of light years at once, with mechanized Titans as the main fighting force.

Moderator: MOD_TitansOfSteel

Post Reply
jmikkone
Posts: 115
Joined: Mon Oct 15, 2001 8:00 am
Location: Finland
Contact:

Weapon ratings

Post by jmikkone »

I was going to add a 'RATINGS' section on to my weapon chart. Please feel free to add a rating you feel would be important or just plain nice to know.

To keep things 'equal', also assign a weight on this rating, and also a short description why it should be so (un)important. After all ratings are calculated, pretty much all weapons should get an even overall score. If not, something must be balanced further.

Some ideas :

Range (Weight = 3) : Having tried those TBs, Flamers and Machine guns so many times and cursing everyone picking at me while I'm closing in, this is clearly one of those more important ratings.

Damage spread (w=1) : Good for concentrated damage and low for unconcentrated. Low weight because called shots are not THAT common, and having to call that CT at 40% CtH for 20 times pretty much equals to just shooting off at 80%, even if the shots land all around..

More to come!
--

Jukka Mikkonen a.k.a. Sir Rechet
Thorgrim
Posts: 1732
Joined: Thu Oct 11, 2001 8:00 am
Location: Portugal
Contact:

Post by Thorgrim »

Originally posted by Jukka Mikkonen:

To keep things 'equal', also assign a weight on this rating, and also a short description why it should be so (un)important. After all ratings are calculated, pretty much all weapons should get an even overall score. If not, something must be balanced further.

I'm curious about something, if all weapons should have the same rating, meaning that they're all balanced, why should d/s be the main aspect of titan design?! They should all even out in the long run, right? I'm confused...

Anyway, the topic is weapon ratings.
As I said in another thread, ammo dependancy should factor in, for the risk of ammo explosions.

Shield vulnerability should also be a factor, in energy and NMs.

Number of slots, more vulnerable to damage.

Minimum range. Effective range.

Burning/reducing cover capability.

LoS blocking.

Raw damage, for instability, skill checks, jock damage...

PU dependency.

And of course special effects, speed mod, heat, crit, jock damage.


What next, a titan's BV/AV? <img src="wink.gif" border="0">
Iceman
Post Reply

Return to “Titans of Steel - Warring Suns”