Since the UAC5 meta has subsided, we're left in a fairly (although not completely) ambiguous balance situation, however there are still plenty of underused weapons.
Small laser - DPS buff requested. Shorten recycle time! Small lasers except in extreme situations (hunchback/blackjack with 7+) will pretty much never overheat anyone, meaning they are incapable of taking advantage of the heatmeter, while still dealing modest damage at an extremely reduced range. Upping their DPS means higher output without making single shot damage increase, meaning more usage of the heat scale and a higher viability as a mid-rate weapon rather than a filler weapon.
Pulse laser, all kinds - Beam duration set to 0.5 seconds, recycle time shortened significantly, heat reduced (more so in case of larger ones which are too hot to be practical even now). Shortening the beam time means better damage focus, a key weakness of laser weapons. Further, shorter recycle time means better DPS, which is something where lasers are sorely lacking. To make this practical, heat needs to be tinkered with and brought to an acceptable level. Since most pulse lasers are 20-50% heavier than their normal counterparts, and much shorter ranged, close up brawling DPS is about the best niche for them (we have no real 'brawl dps' weapons as it is, everything is up close high alpha, currently normal lasers try to fill the gap). These buffs combined increase alpha and dps viability of pulse lasers, counterbalanced by their short range and higher weight.
AC2 - remove ghost heat penalty. This weapon simply fires too quickly for ghost heat to work with a large number of different firing groups that where previously viable. Further, even with out ghostheat it was borderline viable at best. Either an ammo per ton increase or a heat decrease is necessary to increase the health of this weapon in gameplay, as both allow greater amounts of output, just in different ways. I feel ammo per ton would be easiest to balance as it wouldn't affect by the second gameplay, just overall performance in a round, further it allows more backup weapons etc to be loaded as ammo tonnage needed decreases, a big weakness of current AC/2 using configurations.
AC10 - Recycle buff. Pretty simple, just needs to fire slightly faster so DPS is competetive with an AC20 - which currently deals -better- damage at the AC10's effective range. Given it takes 2 shots for an AC10 to equalize the gap, the ammo efficiency is no different for this kind of fire, meaning the AC20 is outright better due to higher close up damage.
LB10X - Corresponding recycle buff. Additionally, 1.25 damage per pellet. This weapon is only good for pumping damage numbers, and is slightly better when you see an unarmored chump to pummel within a decent range. Everything else about it is strictly inferior to an AC10, which is already subpar. Increasing the pellet's damage allows an increased viability in head to head fights if you can get the crosshair over the component you need to have most of your shots hit, allowing 8 pellets to effectively hit like an AC10 if you can get them all on one section. Not a drastic change or buff, but it will relatively equalize given then extra bonus damage against critical components. Further, this means a single 11 ton weapon system finally put out slightly higher than an SRM4 in damage. Honestly, I would prefer 1.5 so it is at least superior to an SRM6, but baby steps, baby steps.
SRM/LRM - Increased chance of critical damage, about 25-50% of current LBX crit rate/damage/etc. This will help increase viability of LRM/SRMs which are a little bit lacking right now (hit detection issues aside). Additionally, missiles are supposed to be crit seekers, hence the reason for multiple projectiles. Keep in mind - the numbers are small for a reason, I recommend starting at 25% value and testing for a while, we don't want another MISSILEGEDDON.
MonkyMember Since 13 Mar 2012
Offline Last Active Yesterday, 05:31 PM
- Group Legendary Founder
- Active Posts 2836 (4.44 per day)
- Profile Views 2715
- Member Title Member
- Age 27 years old
- Birthday July 4, 1986