Projectile Weapons
- Adjust Effective Ranges to be more realistic, so projectiles can deal full damage out to 1000 M
- Velocities and ammo adjusted also.
- As a result, projectile damage is reduced along with cooldown.
- Heavy Gauss has a range of 300 M up to 600 M
- ERPPC retain their 810 M range, PPCs, retain their 540 M range as Energy Weapons.
- Clan ERPPC, should likely keep it's arcing damage pattern, but explore dealing 11 damage then, 3 and 1
- MGs become a Projectile weapon.
- Range Quirks, should then be adjusted to affect Velocity and/or Ammo Count for most Projectile Weapons
- The PPC Capacitor when readily available in 3060, should function similar to the Artemis Upgrade for IS PPC weapons
- LB-X and SB Gauss will fire Pellets at 1 damage each, with a tight spread
Hit-Scan Weapons
- Damage, Heat, Cooldown and Beam Durations Adjusted to better accommodate newer Tech.
- Cooldowns shortened, where Heat Management is still very important, and also should aid mechs with fewer Energy Hardpoints combined with Quirks to increase burst damage potential.
- Flamer got deleted when adjusting list, but it would receive a Beam Duration and Cooldown with its 2 damage and 3 heat so that it cannot exponentially heat the user.
- Clan Heavy Laser should have some sort of extra negative affect, possibly brief blinding due to brightness of beam for the user, and/or affect on the HUD.
Missile Weapons
- Cooldowns raised to accommodate new tracking, Missiles will follow the crosshair / reticle until impact and to allow better mixing of different Launchers to available Mech Tube Counts
- Quirks should be tweaked to affect Missile systems collectively, and Modules should also see changes.
- Can have different styles of ripple fire patterns for missile systems.
- Should test out the possibility of Fire and Forget capabilities for missiles.
- Indirect Fire should see specific restrictions such as functioning with TAG and NARC.
- Artemis will instead influence Missile response to crosshair / reticle movement instead of spread and Lock-on time.
- Streaks would not be affected against ECM, and if Lock is lost, missiles stop firing until Lock is reacquired.
- LRMs and Mortars would fly up to a range of 1000 M, before detonating, SRMs and MRMs, can reach out to 500 M.
Heat System, Quirks, Modules and Efficiencies
- These weapon values, should work against a Heat Capacity of 30, plus Heat Sink count, where each Heat Sink, SIngle or Double, raises the value by 0.1 each.
- SHS Dissipation should be tested at 0.2 or 0.25 each.
- DHS Dissipation should be tested at 0.4 or 0.5 each.
- Mech Tree Efficiencies should be replaced with a more dynamic system, such as re-purposing Quirks as Mech Efficiencies and/or utilizing more modules in a Modular Mech Efficiency system where the play can choose and sort modules into a limited number of slots.
Edited by Praetor Knight, 06 April 2015 - 11:06 AM.