3x range makes ballistics better then most other weapons.
Reduce it to 2x like energy and it would match better,
letting only the gauss, ac2, erppc, erll and lrm do noticeable damage around 1000m.
To much ammo:
2x armor, but not 8 random hit locations, you need only 1/4 of the shoots to core a mech based on tt.
Reduce ammo to 1x tt values in a first step, then based on observation reduce it to maybe 1/2.
To less risk in taking ammo:
Armor destroyed, random hit chance occurs, random component where the crit hits in that location, then only 10% chance for explosion is no risk. If it would be a risk, case would be seen more often ...
Increase ammo-explosion chance (for all ammo, not only ballistics) in a first step to 35%, maybe tweek it after observation.
High rof and dps:
Thats what the ballistics are for in mechwarrior, heavy burst damage if you need it, but not the whole fight.
With the above changes the ballistics should stay at the dps they have now.
Edited by Galenit, 07 November 2013 - 05:37 AM.