Posted 11 June 2013 - 05:21 PM
SSRM change looks nice, but I suspect it will fail the same as the previous attempt to fix them failed.
MGs may be marginally useful, but highly unlikely, and I can guarantee you that Flamers will still be useless. At least you're not making huge swings in balance with every change, which is an improvement. This isn't near enough - especially not for Flamers - but at least they're not going to suddenly become brutally overpowered in one patch.
Pulse laser changes look... interesting. Unfortunately, you balanced them based on the MPL, instead of the LPL, which was the closest to being balanced of the three pulse lasers. Still, it's encouraging. Will likely need another small buff to be good, but it's a step forward.
150%? Do I even need to explain how pointless this is? (Probably.)
It's almost impossible to even hit 150% without the override, and if you hit that with the override, you are going to die under the current system already.
Make it low damage at 90+%, high damage at 100+%, massive damage if over 100% while overridden. Yes, you must penalize mechs for overheating even if they shut down; just less than if they don't shut down.
Your proposal does nothing. No one gets to 150% heat without dying or shutting down already.
Boat penalty does nothing because the problem is that mechs are able to do 45-60 damage to a single component with a single click. Changing that to two clicks is not a solution.
PPCs should have the limit at no more than 2, including both PPCs and ERPPCs. There is no mech like the Hunchback that is designed to fire 3 or more PPCs simultaneously. The Awesomes are PPC boats, but that doesn't mean they fire all three at once. Two PPCs in the torsos of several Awesomes; 2PPCs on the arms of the CPLT-K2; Two PPCs ought to be the limit.
Especially since this doesn't change the fact that ERPPCs are overpowered because their main drawback has no significant penalties.
By your reasoning, ML, MPL, SPL, SL all have a limit of 6.
PPC/ERPPC should have a limit of 2.
LL/ERLL should have a limit of 2 or 3.
Flamers who the heck knows because they're garbage. They should be unlimited.
LRM15/LRM20 limit of 2 each.
LRM5/LRM10 limit of 4 each.
(Also, fix the bug allowing mechs to fire multiple missiles out of the same tube simultaneously.)
AC20 limit of 1. Huge heat penalty.
Gauss limit of 1. Even more huge heat penalty (generating enough energy to fire both at once would require an absurd amount of energy, creating much heat).
AC/5, UAC/5 limit of 2
AC/2 limit of 3
Even with these limits, it still won't change that Gauss and (ER)PPCs are just plain overpowered, since their main drawbacks (explosive and fragile; and high heat) are mitigated by poor mechanics (over-valued armour/lack of IS, and extremely-vulnerable CT; and lack of any heat penalties below 100% heat).
Accuracy penalties for running too hot, for jumpjetting, for falling, for landing. Allow for pinpoint strikes if the mech remains stationary, and is relatively cool (at least below 40% heat, perhaps) for a couple seconds, but otherwise, de-converge their weapons if they are moving, jumping, falling, or are very hot, with a limit of firing straight forward. If you think this reduces skill, you do not know what skill is beyond manual dexterity.