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S-SRMs are undergoing a revamp on their targeting solutions. There are 7 bones that are randomly selected by each SSRM missile. Right now, those bones are located at joints rather than center-points for each of the components. We are looking at changing that so the bones are placed further apart and more toward the center of each component. We are also looking at weighting the torso bones in a manner that make them not a priority for SSRMs. For example, all components would have a weight of 1.0. The Torsos however would take a weighting of 0.35(LT) 0.3(CT) 0.35(RT). The reasoning behind this weighting is that if all the torsos had an equal value of 1, each missile would have a 3/7 chance of going for a torso. Any sort of torso twist/movement would increase the chance of a missile in flight to hit the CT (since it’s the biggest component on a Mech) if they were to target a side torso.
A good change, if it works out. Just don't forget to adjust SRM and SSRM damage (and don't necessarily link them together, unless it works out to be balanced that way.
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Flamers and Machine Guns are getting a damage boost. Flamers will be increased from 0.4 damage to 0.7 damage. Machine Guns will be going from 0.08 damage per bullet to 0.1 damage per bullet. (June 18th Patch)
Seems like we might be getting there.Not sure if the FLamer will be useful with that damage. It'S a difficult weapon to balance, as long as you don't just completely ignore the heat increasing penalty and just try to make it into a DPS weapon.
Remember to lower the crit damage a bit. (PErsonally, I would simply this - just double the damage against structure and components.)
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Pulse Lasers are being normalized to have their variances standardized between the different sizes. This is in preparation of them being tuned as we move toward launch. What this directly means is that for now, Small Pulse Lasers will have their damage increased to 3.4 and their heat reduced to 2.4. Large Pulse Lasers will have their damage increased to 10.6 but their heat is also increased to 8.5. This puts all 3 pulse lasers in alignment of having an approximate 1.25 variance for DPS and a 1.3 variance for HPS. Once this is implemented into the live servers, we will be looking at how they play out and making further adjustments as needed. (June 18th Patch)
What does this variance make a good number?
The SPL, MPL and LPL don't scale linearly in weight, crit size or range, so I am not sure what's the point.
Also, the LPL at 10.6 damage and 8.5 heat is pretty close to the PPC, but it requires to hold the beam on target and has a much shorter range. And it doesn't really look attractive compared to the LL either - that is after all 2 tons lighter, deals bareless damage, and has more range. It's only drawback is a bit longer beam duration.
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Heat Damage at High Heat Levels
We now have a system in test that will apply damage to your Mech’s internal center torso if your Mech exceeds 150% of its tolerable heat level. While your Mech is above 150% heat, it will take damage over time. Once your Mech has cooled below 150%, it will no longer take heat damage. Be careful with that override button or high heat alphas when you’re near your max heat threshold.
This seems a bit generous.
A 17 DHS mech has a heat threshold of approximately 60 and dissipates 3 heat per second.
6 PPCs produce 48 heat. The second salvo adds another 48 after dissipating 12 heat. That's only 140 % above heat threshold.
And that is pretty much the hottest weapon configuration you can currently play (soon,the LPL will be a bit hotter). Even if you fire at your threshold, you go to 108 heat and would only stay there for 6 seconds.
I think this might be a bit too generous.