I think PPCs type weapons have too high DPS, which makes them effective in brawls due to both high DPS and localized damage. Heat is circumvented by being able to fire all weapons if your going to shutdown or just removing a single weapon and adding more heatsinks to allow for more shots.
I would start with the base idea that regular Lasers are at a good point. I think the community can agree with that. Based around that, this is what I would do to weapons:
Ballistic:
AC/2 > Reduce heat by 0.5 (to 0.5)
AC/5 > Reduce cooldown by 0.6 (to 1.1)
UAC/5 > Modify the jamming mechanic to be less often but longer in jamming cooldown
AC/10 > No change
LBX/10 > Reduce spread by a lot
AC/20 > No change
Machine Gun > Increase damage by 0.06 (to 0.1)?
Gauss Rifle > No change
Energy:
Small Laser > No change
Small Pulse Laser > Decrease cooldown by 0.25 (to 2.0), increase damage by 0.5 (to 3.5)
Medium Laser > No change
Medium Pulse Laser > Decrease cooldown by 0.5 (to 2.5), decrease beam duration by 0.25 (to 0.5)
Large Laser > No change
Large Pulse Laser > Decrease cooldown by 0.5 (to 3.0), decrease beam duration by 0.25 (to 0.5), increase heat by 0.7 (to 8.0)
ER Large Laser > Decrease heat by 0.5 (to 9.0), decrease beam duration by 0.25 (to 0.75)
PPC > Increase heat by 1.0 (to 9.0), increase cooldown by 2.0 (to 5.0)
ERPPC > Increase heat by 1.0 (to 12.0), increase cooldown by 2.0 (to 5.0)
Missile:
LRM/5 > Decrease cooldown by 1.75 (to 2.0), increase speed by 150m/s (to 250m/s)
LRM/10 > Decrease cooldown by 0.75 (to 3.0), increase speed by 150m/s (to 250m/s), decrease heat by 1.0 (to 3.0)
LRM/15 > Decrease cooldown by 0.25 (to 4.0), increase speed by 150m/s (to 250m/s)
LRM/20 > Increase cooldown by 0.25 (to 5.0), increase speed by 150m/s (to 250m/s)
SRM/2 > Decrease cooldown by 1.5 (to 2.0)
SSRM/2 > Decrease cooldown by 0.5 (to 3.0)
SRM/4 > Decrease cooldown by 0.75 (to 3.0)
SRM/6 > No change
The ballistics are really close to where they need to be. We still only have a few issues with some of the weapons in those categories. Like the Machine Gun for starters, yes, a damage increase would make them more viable but they do need to stay as critical seekers. Maybe increasing them to 0.1 per bullet (DPS of 1.0) along with keeping their critical damage would help them greatly. It still makes it worthless in removing armor (1 point of armor every 1.0s if all the bullets hit the same location). Interestingly, I wonder how the Machine Gun would perform with that increase and was boated.
The LBX still needs a lot of work on spread but PGI is already planning on doing this. The AC/2 needs it's heat decreased to be only slightly hotter than the AC/5. The AC/5 needs to match the UAC/5 cooldown. I was originally going to decrease the cooldown of the Gauss Rilfe but maybe it's not needed.
Energy weapons, beyond the regular lasers, need a lot of work. Pulse lasers need more of a bonus in their accuracy, so that is why I reduced the beam duration by another 33% (to 50% of regular lasers). I also decreased their cooldown by a bit so that they can keep a steady, high DPS. Interestingly, this makes the Small Pulse Laser a good competator against the Medium Laser. Higher DPS and accuracy for lower range. But this does make the Small Laser fairly underpowered, but the weapon has always been in a small niche.
PPCs will have the same treatment as the Gauss Rifle, lowered DPS, while increasing their heat by a bit. Of course, their overall heat per second is greatly reduced but for those weapons, it really doesn't matter. It's all dependent on how much heat they instantly produce.
Missiles are kinda on the fence until we know what they are going to do with the missile hotfix. I suspect them to stay pretty close to their damage right now but with removed splash. So, SRMs will end up dealing 2.0 and LRMs 1.0 is what I expect. They will increase the speed on LRMs so that they are much more accurate to fast targets and make targets of LRMs want to get into cover quickly or take a face full of missiles.
I greatly reduced the cooldown of smaller launchers. This adds more DPS to their type but AMS really hurts the smaller LRMs (AMS will need a RoF or damage increase to keep it in line with the new LRM speeds, which will make them more effective to SSRMs/SRMs). The lower cooldown is greatly needed for the SRM/2. The decrease in heat for LRM/10 is to bring it more inline with the other launchers. The LRM/10 is double the heat and more than double the tonnage as an LRM/5. This makes the LRM/10 weaker overall, thus a slight heat adjustment is needed on it.
SSRMs, when the spread gets back to normal with new damage (and no splash), should have a minor decrease in cooldown and increase in heat. But this is a hard one to gauge because SSRMs still dominate the Light vs Light scene, but the increase in AMS RoF or damage would really hurt SSRMs. If AMS almost guaranteed a missile destroyed at close range and will destroy 2 of them at close to maximum range, I bet you would start to see a shift in AMS on Lights to counter SSRMs.
Also, NARC/TAG/GECM still need their interactions reworked. NARC needs a significant buff. I would suggest starting by removing the damage removal threshold and increasing the duration by 15.0s (to 30.0s). GECM is still going to counter it. And NARC is very heavy for it's bonus and hard to hit with at times unless you want to literally get into someone's face.
With this change, TAG will need the range reduced back to 450m. TAG and NARC should be something that is utilized on the same mech for scouting and support purposes. The LRM wielders should not be able to sit back and TAG a target and fire unless you willing to get close to the target. TAG should never be counted by GECM (and only indirectly by AECM).
GECM still needs the AoE stealth removed or greatly reduced. I would suggest one of two methods. Removing the stealth all together for mechs within 180m (the mech with GECM is still stealthed) but leaving the lockon time increased. Or reduce sensor decrease to 50% (seeing mechs at 400m increase of 200m) but remove the LRM lockon time increase (again, the GECM equipped mech is still stealthed).
AECM, when it comes, will be 100% blocking all missile locks but provides no stealth, even against TAG. Both systems counter Artemis IV and NARC.
Either way, this is my overall suggestions on balancing the effective long range to short range.
Edited by Zyllos, 29 April 2013 - 07:26 AM.