This feedback and suggestion is meant to by tied in with my Massive feedback found here: http://mwomercs.com/...eedback-thread/
The massive feedback focused on gameplay, end game and suggestions whereas this feedback is tailored for weapons and equipment specifically.
Heat Effects
Add heat effects nothing drastic but a few simple things
High heat effects targeting HUD to a more extreme measure
High heat effects movement speed dropping your speed as much as 20% at a full 100% heat and 10% at 90% heat.
Engine Hits reduces your cooling efficiency and max speed.
Destroyed locations
Firing into a destroyed location only transfers a portion of the damage, roughly 50%. Mechs are large, just because something has been turned into useless doesn’t mean it won’t soak damage. Continuously firing into a mechs destroyed appendage will transfer some damage but you are far better off aiming for that undestroyed location.
Just because table top handles the whole idea of mech damage transfer doesn’t mean it should carry over to the FPS game. Due to the pin point nature of MWO there really isn’t a reason why it should continue to transfer full damage.
This would allow mechs to be a little less fragile but at the same time open up a world for crit seeking weapons to deal internal damage through destroyed locations.
Sort of a “easy to crack hard to kill”.
Single heat Sinks
Up the Single heat sink efficiency to 1.2 and the SHS in the engine up to 1.5. Keep doubles where they are at.
Every mech might as well cost 1.5 million cbills and come with doubles as Single heat sinks are beyond useless. If I can overheat with a medium laser and a LB10-X on Tourmaline Desert with 10 SHS then they are seriously useless.
Remove Zoom
Zoom needs to be removed; notice the zoom module can still be utilized and equipped.
Provided once it gets cleaned up and usable but the innate zoom feature is destroying a lot of the functionality of some of the smaller ranged weapons. You’ll see a shift away from pin point sniper weapons to a more combined arms approach and though brawling will come more prevalent boating will be less so.
You can still hit mechs from extreme range but you'll no longer be able to use the pinpoint accuracy outside of having a zoom module. This will increase the skill needed to long range snipe, as it should be.
SRM
Make SRM’s track just like Streaks but with the following stipulations
AMS now engages SRM's whether they be tracking or dumb fired.
SRM’s would have missile agility and occasionally lose lock, they can also be dumb fired.
SRM’s would have Erratic and spiral flight patterns but still track the target. (See picture) (Artemis, Tag and Narc Decrease the pattern)
Stagger launch – It should take a full second to unload six SRM’s per launcher – (so 2 launchers could still launch 12 srms in the same 1 sec, but it would take 2 secs to launch 12 srms from a single missile port
Streaks
Streaks would have increased missile agility but nowhere near what they have now with the silly Halo’n effect around mechs or doing a 180 out of the launchers.
Streaks would adhere to the Erratic and spiral flight patterns of SRM’s but just smaller pattern. (Artemis, Narc and Tag decrease the pattern)
Machineguns
Machineguns are worthless. Worthless damage, worthless critical effects, worthless in all things.
Buff
Damage 0.2 dmg
Rof: 10 shots a sec
Ammo – 200 rounds for half ton ammo and 400 rounds for a full ton of ammo. Machineguns should be the only weapon eligible to equip half ton ammo bins.
Flamers
Like MG’s the flamers blow chunks
Damage 0.15 Dmg
Heat Dmg: 0.1 dmg a sec
ROF: 10 shots a sec
Heat: 2 heat a sec.
In a nutshell flamers should have 1.5 DPS a sec and cause 1 heat a sec to the enemy all the while incurring 2 heat a sec to the mech per flamer. So a mech with 4 flamers would deal 6 dps cause 4 Hdps and suffer 8 heat per sec This should never be able to shut a mech down but keep their heat up there so if they fire heat generating weapons they could potentially shut themselves down.
The heavy heat penalty is to keep it from being boated, where I can be useful to heat up a target at the cost of your own heat but the toll to do so should be severe.
Lasers General
Reduce Range of Regular lasers ability to deal damage past effective range
Large, Medium and Small laser would deal damage up to 1.5x effective range
ER Lasers would deal damage up to 2x effective range
Pulse lasers would deal damage up to 2x effective range.
With zoom removed this brings lasers back into a more acceptable bandwidth with regular lasers being the generic middle ground leaving pulse lasers a heavy punch niche and the ER lasers the long range niche.
Pulse lasers
Pulse lasers need a buff in the way they deal damage. On paper they look good but in game they weight too much, generate too much heat for too little reward. So rather than increasing damage or tinkering with their heat a simple rearrangement of how they deal damage is in order.
Pulse lasers like regular lasers deal their damage in a continuous beam spreading the damage out throughout the duration. In Table Top pulse lasers got a +2 hit bonus for being easier to aim, I would like to simulate this by breaking up the way the damage is dealt.
Medium Pulse laser now – deals damage in 0.75 secs
Which means every 0.25 secs the Medium pulse laser deals 2 damage in several hits Instead I would like to break the Pulse laser up into 3 parts, first 0.25 secs, the second 0.25 secs and the third 0.25.
Medium Pulse lasers – deals damage in 0.75 secs
First 0.25 secs – deals 1 damage in several hits
Second 0.25 secs – deals 4 damage in several hits
Third 0.25 secs – deals 1 damage in several hits
The pulse lasers would deal the bulk of their damage in the middle of their beam, allowing a person to aim and quickly correct their aim if need be losing only minimal damage followed by the bulk of the laser damage then tapers off with the last 0.25 secs dealing 1 damage again.
All pulse lasers should be buffed this way, example
Large pulse laser
First 0.25 secs – Deals 2 damage in several hits
Second 0.25 secs – Deals 6 damage in several hits
Third -0.25 secs - Deals 2 damage in several hits
Small pulse laser
First 0.16 sec – deals 0.5 dmg in several hits
Second 0.16 sec – deals 2 dmg in several hits
Third 0.16 sec – deals 0.5 dmg in several hits
Ballistics
In General give all ballistics except for the gauss rifle more internal hit points. They should have 20-25 HP as they are bulkier heavier weapons that should last until the location itself gives out or they were destroyed with crit seeking weapons.
Autocannon / 5
The Autocannon / 5 has the worst DPS of any AC in the game. Simply put they need a buff, easiest way to do this is give the AC5 the cycle time of a UAC5. This would put them on par with each other but allow people who use the UAC5 to have access to Double Rate fire, which is as it should be.
AC 10
Decrease cycle time down to 2.1 secs instead of 2.5 secs.
LB10-X
Keep the cycle time of 2.5 secs but tighten up the spread so at 540m you should hit a mech sized target with 7/10 pellets.
That's it, this game is so close to being perfectly balanced it's scary but the few things that are not balanced tend to ruin it for some of us. PGI has done an excellent job and a few of these suggestions would make it perfect.
Edited by Carrioncrows, 29 March 2013 - 11:45 AM.