Byk, on 03 March 2013 - 08:44 AM, said:
It's missing the adjustment to SSRMs (which are very overpowered, it just isn't as evident right now because the only things that can reliably use them are the things where ECM overshadows SSRMs)
Checkout this one. (Overhaul to everything ECM, and related.)
Artemis: Increases accuracy of Artemis Missiles by 35% on target mech if target is in LoS.
TAG: Increases Accuracy of incoming missiles on TAG'd mech by 35%
NARC:
Keeps Target information on NARC'd mech for any LRM/SSRM mech until the beacon is destroyed or mech receives 'x' amount of damage or for 'x' amount of time, or whatever. (and increases accuracy for missiles by 'y' amount)
AMS:
Increase effectiveness of AMS by 30% (AMS takes out 30% more missiles however they want to do that.)
BAP:
Increases detection range by 25%
Decreases Lock time by 25%
Detects any mech within 120 meters (regardless of terrain/status)
Informs BAP-mech that it is being Jammed by ECM
Informs BAP-mech if it is targeted.
Informs BAP-mech if it is being missile'd.
Provides Detailed Target data. (weapon location)
Detects and differentiates False Positives generated by ECM ghost mode. (counters lock-time increase from ECM G-Mode)
ECM:
Nullifies BAP detection range boost.
Nullfies BAP Locktime boost from BAP
Nullfies BAP 120 meter detection within 180 meters.
Nullifies BAP targeting/missile notifications within 180 meters
Disables enemy TAG'ing mech within 180 meters.
Disables enemy NARC beacon on any friendly mech within 180 meters.
Disables target info sharing on any enemy mech within 180 meters.
Counters enemy ECMs within 180 meters, when in ECCM mode.
Creates False Positive Targets (ghosts) on minimap that also increases lock-time of missiles in a "GHOST mode"
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No longer acts like Stealth Armor or Angel ECM
Missiles:
Generate much less shake when receiving missile hits, but they are cumulative. (Getting hit by a couple of missiles gives you barely a twitch, getting hit by a bunch of missiles at once gives you a more violent rock.)
LRMS:
Reduce damage of each missile from 1.8 to 1.3-1.5.
Increase projectile speed by 1.5x or 2x so missiles get to targets faster.
SSRMS:
Reduce agility to create possibility of miss on agile/fast mechs and if fired at a certain angle away from targets.
Doc Holliday, on 03 March 2013 - 08:46 AM, said:
Super Mega Laser
Does 25 damage. Generates no heat. Weighs 1.5 tons and takes 2 crit slots. Does not use a hard point. Has max range of 1500 meters. Fires purple beam. Can only be used on JR7-D, CLPT-A1, HBK-4SP, STK-5M and CTF-3D.
It will be fine because matchmaker will make sure there are an equal number on each team.
You thief.