Some of these ideas have been hashed out elsewhere, so there may be some duplication as I write them out.
1. Remove TIC#6 (HUD fire button #6) and replace it with a Mode toggle. This opens up quite a few balancing and lore options for various weapons.
2. LRMs. Direct Fire Mode is available to both IS and Clan. The LRMs launch 'at reticule' and path from there in a direct line. Indirect Fire Mode is only available to IS and uses the current 'vertical' launch (and can you please make that launch angle more consistant? At long range I can't even see my missiles, while as the range closes, suddenly they launch at about 5 degrees from flat).
3. UACs/LBX. Standard or Rapid Mode UAC toggle and Standard or LBX round toggle. Self explanatory.
4. Autocannons. Need to becomes DoT; even a 0.2 second DoT 'burst' would make a huge difference here. Keep the Gauss as a pinpoint; its quirk has already balanced it out.
5. PPC/ERPPC. When the explosion code is (finally) fixed, reduce the base damage and add a 2m explosion to make the damage back up again. It shouldn't be quite as pinpoint as it currently is.
6. IS vs Clan DoT direct fire. ACs and Lasers; with the larger damage of clan weapons, make the beam/burst durations +20% longer. Makes keeping the beam on target a bit more skillful (Clan pilots should be slightly better skilled anyway).
7. Add a small cone of fire! It doesn't have to be much, 2-3m at the weapon's optimum range would really help with the current 'CT of Death' results where the rest of the mech is untouched.
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More Clan Vs Is Vs Is Weapon Balancing Suggestions
Started by Fiona Marshe, Jan 14 2014 04:04 AM
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