1. Ghost heat changes
1. PPC/ERPPC alpha limit increased to three. Reasoning - its the stock build for the awesome and with the heat being increased back to its original values, excessive alpha strikes with PPCs are their own penalty. Or....
2. Mech specific perk to ignore ghost heat for certain types of weapons. For instance for Awesomes, a Mech specific perk to ignore ghost heat for energy weapons as example. Or Stalkers with higher missile alpha limits. That way you can still make whatever build you want but are highly encouraged to use certain stock builds with minor tweaks as they can take advantage of limits free customization may be hindered by.
3. Large Laser/ER Large laser alpha limit increased to 4 from 2. Reasoning - being able to mount 4 LLs provides them with advantages over the suggested 3 PPCs, additional damage if you are good at maintaining focus and they are more heat efficient than PPCs. More damage and better heat vs up front damage and extreme range.
4. AC/2s - Reasoning - it just seems out of place on ballistic weapons especially the lowest damaging one.
5. AC/20s - Reasoning - its just plain silly. Two low heat weapons combine for an absurd amount of heat. Plus it hasn't stopped them so why keep pretending?
2. Jump Jet Changes
1. Jump Jet 5 second delay before begining recharge. Reasoning - the bunny hoping tactic needs a change and with a 5 second delay before jumpjets start recharging this would make Jump Jets geared more towards manuvering instead of trolling.
2. Faster Jump acceleration - I think it would be a better experience if you blast off quickly and slow down as your reach your maximum height. Along with this the reticle shake could be extreme during takeoff and then stablize some as you reach max height.
3. Higher altitude - Not that it needs a big adjustment, just a feeling... that you should go higher than you do currently. DFAs aren't going to feel right if you barely clear their head and then just tap them to explode.
4. Directional jump jets - blasting to the side to avoid missiles, its just what light mechs were meant to do!
3. Command Module Changes
1. Command modules can receive all tactical data from friendlies including siesmic events. If a friendly has direct line of sight or is using heat vision the enemy should appear on the hud visible through the transparent landscape in a special "command vision mode"
2. Only company or lance commanders have active command modules. If everyone on the team has a command module there will be at most only 3 active per team. If a commander is killed the team loses one of their active command module abilites. If team A has 3 command modules at the start of the match and team B kills one of the commanders, then team A now is only allowed to have 2 active command modules. This would be in order to keep command module abilities simply being passed around throughout a battle.
Edited by Sable, 25 November 2013 - 01:42 PM.