On the one hand, I think it's important to have some inkling of where you want to take clan weapon balance before you start making a ton of changes to IS weapon balance.
On the other hand, I'm not prepared to sit around for 6 months with poor weapon balance until clan tech fixes all the holes.
There are serious problems on a macro level with the game's balance. Short range builds are at best comparable at short range to many long range ballistic builds. However, once you leave that 270-ish meter range the short range builds become next to useless.
Just as I'm useless past 270 meters, you should be pretty vulnerable at short range. Now to their credit there are weapon system that follow this logic. LRMs, PPCs, and the gauss are pretty vulnerable in a brawl. Unfortunately you've got a whole host of autocannons with extreme range and absolutely no issues close up. Have you seen what a quad AC/5 mech does to you when it unloads? You just melt in seconds. Are ballistics supposed to be the good at everything bad at nothing weapon? Is it fair to zero out energy weapons at 2x range, zero out missiles at 1x range, but extend ballistics all the way out to 3x range? When my four 270m range medium lasers hit 540, they zero out. When my ac/20 hits 540m they are still cooking mechs for 10 damage a shot. Are SRMs supposed to be ok at face-hugging range against slow targets, but useless anytime else?
You're creating an inherent imbalance between variants that have jump jets + ballistics and mechs that don't. The only wiggle room I see are goofball 1-dimensional builds like the ECM raven with 2 ER large lasers. They work great when you have zero weight limits and the other team is in all slow mechs. (which only happens because matchmaking doesn't match weight very well).
Edited by Jman5, 16 December 2013 - 01:56 PM.