With the gameplay update coming up: http://mwomercs.com/...te-11-jun-2013/
I felt I had to push this through and finish writing my number crunching to get feedback rolling on these balance changes.
Here are the issues:
- High heat Alpha boats are a dominate loadout in the current meta play as every player gets together to focus fire and literally vaporizes targets with no drawbacks for mech shutdown with tight convergence sniping weapons
- DPS (Damage per second) weapons are outclassed by the alpha strike weapons because they actually out DPS the DPS intended weapons. Best of both worlds
- Mediums have a rougher gameplay with the ongoing common loadouts with convergence weapons being seen match after match
- Brawler (Close range) and/or Hit & Run weaponry playstyles falls a bit on the short stick with not much choice in outdamaging to deviate from the current pinpoint weapon meta
- SRMs still need tweaking to help bring some loadouts more up to snuff
- Energy weapons are broken, namely pulse lasers and a PPC being not much different and better then 2 medium lasers
- Ballistic woes? Perhaps for some certain light and medium mechs. MG's and AC/2's and other things such as the AC/20 being the best literal bang for your buck in close range fights
- Heat Threshold and heat dissipation cooling need to be inverted and need some real thought on what it means to be near 100% overheat or have overheated
Pulse lasers are junk, for a hit scan weapon of a laser they are:
- More expensive in tonnage
- Hotter
- Shorter ranged
- Weaker damage in actual practice
- Only moderately faster in recycle time
A thing about PPC's is that when compared to the medium standard laser, they both have the same:
- Damage
- Heat generated per second when in constant use
- and cooldown
- The only difference is you're paying for 5 extra tons to turn your weapon from a 1 second beam into a projectile that does all its damage at once and has more range.
What this did was actually make the PPC run much cooler. While the old cooldown may have given you the option to fire it faster, the heat usage was just too low for what it allows you to accomplish.
Lasers need to be reworked and what I'll show here is a complete overhaul to give meaning and choice for mechwarrior pilots all around.
In the chart you will notice that:
- Beam Lasers are your bread and butter. Cheap, cheap cheap. As they were meant to be
- Pulse lasers are your close range DPS weapons or quick hit and run the hell out as needed
- Pulse lasers are much more suited as attrition weapons, but over a longer period time in this form they gather more heat reasonably
- Extended range (ER) variants follow suit of being similar as the same and PPCs are knocked back in line for their intended role
- I'm not going to go into the Flamer because I think the upcoming patch change might be okay (we'll see)
Ballistic weapons have had a weird tier going on.
AC/20 is the king end all of that uber CRUNCH for being up close and personal, everything else though kinda needed some love.
- Machine guns are getting buffed in this upcoming patch and was a long needed one. I'll say let PGI handle this one and let it go for now in this coming patch to see where they stand.
- AC/2 should be the purposed longer range rotary that we need, but it is still pretty heavy and by damn hotter then the sun. It also needs to be one of the few close gaps for the lights and mediums to used much more and be a real threat/viable weapon. Lowered weight changes and doubled the ammo per ton with some slightly lowered heat.
- AC/5 I actually think is kinda fine where it is at, but it is still a tad too heavy and is one of the last gap fillers between weight classes. Weight changes along with a 50% increase in ammo per ton actually bring it up to be a better alternative compared to the higher caliber after you see in a moment.
- AC/10 is the one of the two heavy mech class weapons, the only reason it was sitting happy in the middle was because everything else below it didn't challenge it and everything above it was niche. An increase in double the ammo per ton and a slight increase in cooldown now makes it a choice between the middle ground of crunch alpha, middle ground for DPS, and balanced choice for heat generated per second.
- AC/20 being the king has its drawbacks being damn near heavy to hell, but with changes to PPCs it has be tweaked in line at the same time with them. No changes to ammo, but an increase in heat and cooldown to be equal to its original heat per second and punish those who miss their shots now feels right.
Missiles! YAY MISSILES:
- SRMs need a little more kick, they are close but not quite there. Damage per missile increased to 2 from 1.5 gives it them.
- Streaks still being an issue in close range autoaim for some people, here is an alternative. Seperate from SRM stats, with damage at 1 per missile with double the ammo per ton and faster cooldown makes it less alpha damaging (and is cannon to running cooler!)
- LRMs. Eh we still need tweaks for the tracking to move them away from CT lock but other then that. 25% increase in the ammo per ton to 225 just gives the users a little more QoL love (its only an extra 45 missiles)
The Old & current:

The Re-purposed stats page:

NOW onto heat threshold:
- Cut the battlemech's maximum heat threshold in half
- Increase the dissipation cooling from heat sinks to either double its rate or by 50%
- Make standard heatsinks increase max threshold and moderately increase cooling
- Double HS give more quick cooling, but are poor in threshold
Now the pieces come together.
Lets do the math!

- Khell