That said, the problem is that Gamers, and yes, even Devs often fall into a trap of becoming myopic. Feeling balanced NOW, does not actually equate to BEING balanced, and as has been demonstrated over the last year, usually that approach leads to a constant yo-yo of Nerf and Buff.
Here are the Issues, as I see them:
THE ULTRA-AUTOCANNON;
On the surface, aside from some QQing from the usual suspects about having their EZMode button removed, post patch, the UACs are in a pretty good place, very effective, but not OP. Problem is, this is an ILLUSION.
Why?
Simple. Shortly (in theory, but work with me here) we will be having the Clans. They too have UACs. Not just UAC5s, but 2s, 10s and 20s. Now ask yourself this: IF you didn't enjoy being on the receiving end of triple UAC5s for the last week, how will you feel about Mechs carrying 1-2 UAC10s or 20s, firing off burst of 4-7 rounds EACH before jamming? (and eventually, the Inner Sphere develops their own versions)
Oh, and they will weigh less and take up less critical space, to boot, so yay, more ammo!
So, at that point, PGI will either tweak jam rates for each individually, in a stream of yo-yo nerf/buffs, as has been their pattern, or add them to their much beloved "Ghost Heat" scales. A more sensible and proactive solution, would be to actually return UACs to the design they were intended to be from the start, which is an improved version of the Autocannon, able to fire double taps for emergency use in sticky situations, but at the risk of jamming. Yes, UACs were NEVER meant to be continuous burst fire weapons!!!! They were always meant to be used as normal ACs with an emergency double-tap!
So return them to that, PGI. Allow them to function in all regards like an AC, but if you double tap the trigger, it fires twice, with attendant jam chance, and then follows the normal cooldown rules for an AC5.
Not only is this important in light of keeping Clan UACs from getting ridiculous, but it also is keeping in mind that in the future, there will also be ROTARY AUTOCANNONS, which actually do function essentially the way the MW:O UACs do right now.
Think about it, please.
Similarly, the SRM/SSRM PARADIGM;
Again, right now, having SSRMs doing 2.5 damage per missile seems hunky dory. Thing is, their ammo has the exact same number of shots per ton as the normal SRM, which do 2.0 per missile. No big deal, after all, you only get TWO SSRM, while SRM Launchers can fire 2-4 or even 6 missiles. But those missiles don't get to "Auto-hit", either. And generally they are very ammo inefficient compared to SSRMs because of that.
And again, the future: Clans have SSRM4, and SSRM6. That's 4-6 missiles, doing 2.5 each, that for all practical purposes, don't miss, and don't waste ammo. For the same weight as Inner Sphere dumbfire SRMs. (and again, eventually, the Inner Sphere recreates their own version).
Common sense approach would be to swap the damage numbers, allowing dumbfire SRMs to be the bludgeon, doing 2.5 damage per missile, whereas the same weight projectile SSRM, being the "elegant" fire and forget missile, gets the 2.0 per missile damage.
IN SUMMATION:
While PGI has had a lot on their plate trying to essentially re-code the Cryengine to make it work, the most consistent in-game balance issue has been short sighted balance attempts that deal with the NOW, instead of the big picture. The first step in weapons should have been to balance, then set in stone, all the basic level 1 weapons, and then introduced, and balanced, the second generation (Gauss, DHS, XL engines, Endo, Ferro, LB-10X, Pulse Lasers, ER Weapons, UACs) AROUND those existing weapon models. Instead, in an apparent rush to add content, we had new tech added before the game had a base line, and we have seen a constant stream of buff and nerfs since then. Instead of continuing to follow this very inefficient model, please PGI, instead of having knee-jerk "fixes" based on Forum QQ, please take a Big Picture look, have a solid game plan, and stick to it, making less, and less radical balance swings along the way, going into the future.
TL;DR... too bad. Don't have time to read it, don't waste our time commenting, either. K? Thanks.
Edited by Bishop Steiner, 18 September 2013 - 02:05 PM.