Ballistic Weapons: Increase most balllistic weapons' projectile speed to raise accuracy due to ammo limitation and make them more competitive. Increase AC5 and UAC5 heat. *edit* Lower AC2 rate of fire to make its DPS more in line with other ACs and make heat more manageable.
AC2 -- Heat lowered from 1.0 to 0.8. Rate-of-fire reduced from 0.5 to 0.75. Projectile speed decreased from 2000 to 1800.
AC5 -- Cooldown lowered from 1.5 to 1.25. Heat increased from 1 to 1.5. Projectile speed increased from 1300 to 1500.
UAC5 -- Heat increased from 1 to 1.5. Projectile speed increased from 1300 to 1500.
AC10 -- Projectile speed increased from 1100 to 1250.
LB10-X -- Pellet damage increased from 1 to 1.3. Projectile speed increased from 1100 to 1250.
AC20 -- Cooldown increased from 4 to 5.
Gauss Rifle -- Cooldown increased from 4 to 5. Projectile speed increased from 1200 to 1600.
Machine gun -- Damage increased from 0.1 to 0.12. Ammo per ton reduced from 2000 to 1500.
Energy Weapons: Make Pulse lasers a more viable close range alternative and nerf PPC/ERPPC.
Small Laser -- Leave as is.
Medium Laser -- Leave as is.
Large Laser -- Leave as is.
ER Large Laser -- Heat decreased from 9.5 to 9.
Small Pulse Laser -- Beam duration decreased from 0.5 to 0.3.
Medium Pulse Laser -- Beam duration decreased from 0.75 to 0.4.
Large Pulse Laser -- Beam duration decreased from 0.75 to 0.5.
PPC -- Heat increased from 8 to 9. Cooldown increased from 4 to 5. Projectile speed decreased from 2000 to 1300.
ERPPC -- Heat increased from 11 to 13. Cooldown increased from 4 to 5. Projectile speed decreased from 2000 to 1300.
Flamer -- No idea. You guys need to help me on this.
Missile Weapons: SRMs need damage buff. LRMs might need to be changed after they test the ECM change. *edit* New SSRM flight mechanic means SSRMs also need to have 2 damage to not be garbage.
LRM5 -- Leave as is.
LRM10 -- Leave as is.
LRM15 -- Leave as is.
LRM20 -- Leave as is.
SRM2 -- Damage increased from 1.5 to 2.
SRM4 -- Damage increased from 1.5 to 2.
SRM6 -- Damage increased from 1.5 to 2.
SSRM2 -- Damage increased from 1.5 to 2.
Support and utility weapons: Make Narc more useful by drastically increasing the ammo count. Can't mess with the tonnage, so...
TAG -- Leave as is.
AMS -- Leave as is.
NARC -- Ammo per ton increased from 12 to 36.
Equipments: ECM is the biggest culprit here, and I will try to make as simple change as possible. Basically turning it into a soft counter.
Guardian ECM -- Cloaking removed (enemies now can be locked under ECM umbrella). ECM will slow down target info gathering by 25% and slow missile lock by 50% within line-of-sight and 75% without line-of-sight, in 180 meter radius. Nullifies any advantages offered by Artemis, BAP and NARC. Can be countered by PPC/ERPPC hit for 4 seconds.
Beagle Active Probe -- No longer counters ECM.
Modules:
Seismic Sensor -- Range decreased from 200/400 to 180/280.
"Like" it, if you like it and flame away if you don't. Add your own idea if you wish. Lets have a discussion going.
Edited by El Bandito, 03 August 2013 - 07:48 AM.