LRMs: Increase their flight speed so that it isn't only effective on people in the open. Also, buff the damage to 1 per missle, and remove splash entirely.
SRMs: Increase the damage to 2 per missile, so that it is does more damage per ton.
SSRMs: Buff the damage to 2, and make it possible to lock onto ECM carrying mechs, just have it take twice as long to get the lock and to renew the lock every time.
(ER)PPC: Give the "EMP" effect a splash radius of about 15 meters. It will make disabling ECMs on lights a lot easier.
TAG: Have its effects last for 4 seconds after being hit by the beam. Keeping that thing on moving targets all the time, especially lights, is hard.
NARC Beacon: Make it so that if you are hit by a NARC, then all enemy missles that lose their locks automatically lock onto you. (without any bonuses). Also make it remove the ECM's anti missle capacity for the mech that was hit (you can still protect your buddies).
Medium/Large pulse lasers: Have them have the same weight as the normal variations. The range reduction and heat increase is balance enough for the slight damage boost.
Small pulse laser: Reduce the weight to 0.5, decrease the max. range to 160.
Ferro-Fiberrous Armor: Have it take up 12 slots instead of 14. Other than the cost, there is no reason why you would choose FF over Endo Steel right now.
BAP: Give mechs that equip it a 270 degrees detection radius (need to make sure people get the 360 degrees module), increase the range of the sensors and missle locks, and have it counter the ECM at 90 meters (please give me some more ideas for it).
AC/Gauss: Perfect the way it is.
Normal lasers: Perfect the way they are.
AMS: Give it a faster firing speed. That way it gives more protection, but you need more ammo for it to give lasting protection.
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Balancing Weapons And Equipment
Started by Rocketlaunch, Apr 08 2013 08:16 PM
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