My opinion is to completely rip out all the overcomplicated mechanics and start over. I know PGI invested months into tweaking everything into oblivion, and it's a hard thing to give that up, but they really need to cut their losses here and start thinking simple.
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How to fix the UAC/5? That is so simple and obvious, I don't know why people aren't pushing for it more. The fix isn't to just increase its jam rate. Because the UAC/5 runs on an overcomplicated system to begin with, people just use macros for it to get around its arbitrary handcuff. Think about it for a second. What is the UAC/5? It's an AC/5 that is 1 ton heavier, and 1 ton bigger with a faster rate of fire. The question becomes "is that extra ton and crit worth it?"
So what's the super simple solution? Make the UAC/5 identical to the AC/5, with the added feature to DOUBLE TAP the trigger to release a second shot. Only when it's double tapped should it have a chance to jam. Now what that extra ton and crit gets you is the ability to double tap with a simple risk vs reward mechanic that you can choose to use or not use. No macro needed, and it's accessible to even the noobiest of noobs.
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What about ghost heat? Yeah, rip that right out. You know, that whole debacle can be fixed with something like this:
Outfit a Stalker with 3 PPCs, and the UI gives you a message saying "WARNING! This chassis is not designed for such a high energy output. Irian BattleMechs Unlimited cannot be held responsible for the effects this loadout might cause on your 'Mech. Use at your own risk!" Then have various effects happen when you fire them all, such as the engine stalling, HUD getting static-y and unable to accurately gauge info, and even so much as requiring the 'Mech to reboot if you push it too far. It would be easy to understand and pretty immersive, don't you think? It doesn't need complicated mathematical formulas to understand its effects. Meanwhile, this Awesome over here can load 3 PPCs no problem.
Or you load a 'Mech usually not associated as missile boats with a boatload of LRMs. The same warning message pops up, and the effects end up being that all the missiles can't track as well anymore. Some of them just fly off the mark and hurdle into the ground on their way to the target. It won't make as much of a difference from 200m away, but at 800m away, the resulting effects become really apparent.
Now you'd have an easy to understand mechanic that curbs abusive builds, while making all the 'Mechs more diverse and have personality.
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Gauss rifle doesn't need a charge time, it just doesn't.
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For the longest time, ECM was ridiculous. But look at how simple the solution to it was. A simple 100% hard counter with the BAP, and it's fine now. It didn't need overcomplicated methods.
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Double heatsinks don't need to function the way they do, with there being a huge difference between engine heatsinks and non-engine heatsinks. I think we just collectively forgot about that, and accepted how it added a needlessly arbitrary layer to 'Mech customization that limits our options.
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As a final note, let me also add that popular is not the same as OP. Just because you see a lot of people using a certain weapon system, doesn't mean it's OP. If you're just going to nerf everything with overcomplicated mechanics, then you should just restrict us to using Medium Lasers only and call it a day, because then no one can complain about balance anymore.
Edited by Suprentus, 11 September 2013 - 02:03 AM.