While many posts now may come off as "whining" to some readers, there have been generally good idea's that are not just shouting since Closed Beta.
In reference to this post by Paul Inouye, the Devs are currently "looking into revisiting the Flamer and UAC/5." Russ Bullock also posted a tweet regarding a potential "fix," which I honestly don't think addresses core issues.
Going forward with weapon balance - it seems some effort has been made to make certain weapons unique (good) (the "charge up" mechanic of the Gauss, for instance). Mechanics like that are ok for a real-time game based on Battle Tech (no random element involved, except for the gauss exploding itself), even though weapons did straight up damage in a turn, within TT.
I'm bringing this up again in an effort to produce idea's.
The Core Issues with UAC/5 (and introduction of future Ultra variants)
- Adhering to strict Table Top damage values for Ultra Autocannon's is more difficult to balance compared to regular single-shot Autocannon's.
- Related - Keeping current mechanics will make UAC/2, UAC/10, and UAC/20 even more difficult to balance (along with a RAC/5 doing "5" damage, but firing six 5 damage shells).
- The random chance of "jamming" from TT being implemented in a real-time game (the random element in a real-time game for something to be "better" by chance = rolling dice is not fun in real-time Mech Warrior and never has been, which is why random chance has never applied to UAC's in Mech Warrior games).
- "Double-Shot" or "Double-Tap" is difficult to balance in combination by adhering to strict TT damage values - Current UAC/5 by keeping damage values will always do 2x more damage than AC/5 totaling 10 damage. This still makes it better, always than an AC/5, and even an AC/10, and often doing more damage in a short time compared to an AC/20.
- The "random" jamming of the UAC/5 takes control away from the user in a real-time game - by chance your weapon is better or worse, the equivalent of your Level 80 Paladin's Mythril Sword of Smiting doing 500 damage with a chance of critical to do 1,000 damage and a chance for your weapon to break. (you attack a player using the same weapon, they by chance did more damage, while your weapon by chance broke).
- One idea is to keep the concept of the UAC "burst" or "double shell shot," but alter its damage per shell.
- Example: 3 to 3.5 Damage Per Shell - Each "double shell" practically shoots directly after the first ensuring the best possibility of both shells landing in the same spot - This ensures its damage is somewhere around 6 to 7, but not 2x more damage than an AC5.
- UAC/5 - (3.5 Damage) (1.1 Cool Down) (40 to 60 ammo per ton) Lowers "DPS" closer to AC/5, but still more damaging if more time on target than a single shell up front damage of a regular Autocannon (two shells on same spot would be 7 damage, instead of 10 as it is now)
- Like the "Gauss" charge, it is possible for the weapon itself to have a 'bar' applied to it.
- Basics: Remove "percentage chance to jam" and replace with "Ultra Autocannon Barrel Overheat"

- The "charge bar" mechanic reversed to be barrel overheat - the longer you fire, the quicker the Ultra cannon overheats. Once it reaches critical overheat, the gun jams. Thus "skill" is applied to avoiding jams, equilavent to the MW3 "pulse laser overcharge" of old.
Edited by General Taskeen, 14 September 2013 - 11:56 AM.