Some of these ideas have been hashed out elsewhere, so there may be some duplication as I write them out.
1. Remove TIC#6 (HUD fire button #6) and replace it with a Mode toggle. This opens up quite a few balancing and lore options for various weapons.
2. LRMs. Direct Fire Mode is available to both IS and Clan. The LRMs launch 'at reticule' and path from there in a direct line. Indirect Fire Mode is only available to IS and uses the current 'vertical' launch (and can you please make that launch angle more consistant? At long range I can't even see my missiles, while as the range closes, suddenly they launch at about 5 degrees from flat).
3. UACs/LBX. Standard or Rapid Mode UAC toggle and Standard or LBX round toggle. Self explanatory.
4. Autocannons. Need to becomes DoT; even a 0.2 second DoT 'burst' would make a huge difference here. Keep the Gauss as a pinpoint; its quirk has already balanced it out.
5. PPC/ERPPC. When the explosion code is (finally) fixed, reduce the base damage and add a 2m explosion to make the damage back up again. It shouldn't be quite as pinpoint as it currently is.
6. IS vs Clan DoT direct fire. ACs and Lasers; with the larger damage of clan weapons, make the beam/burst durations +20% longer. Makes keeping the beam on target a bit more skillful (Clan pilots should be slightly better skilled anyway).
7. Add a small cone of fire! It doesn't have to be much, 2-3m at the weapon's optimum range would really help with the current 'CT of Death' results where the rest of the mech is untouched.


More Clan Vs Is Vs Is Weapon Balancing Suggestions
Started by Fiona Marshe, Jan 14 2014 04:04 AM
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