Solution: reduce streak missile damage to 1.5. Simple. Suddenly streak 4 & 6 become far less of a problem to implement and streaks become more in line with srms.
2. Armour. Which is to say lack of it. Armour is currently 2x TT values which was necessary due to the fact that weapons in MWO fire more than once/10 secs. But was 2x TT enough?? NO!
Weapons fire rate is far in excess of their TT values. The slowest (ppcs for e.g) fire 2.5 times per 10 seconds - which alone would mean armour needs a 25% boost over current values.
Clearly there is a huge imbalance here and when other weapons are factored in the difference between weapon fire rate and the measly 2x extra armour that mechs received becomes even more obvious.
Add the ability of pilots to target components rather than hitting them at random and again we have severe imbalance with regards to weapon damage v armour values.
A good starting point would be to increase armour across the board by 100% (with the appropriate ammo/ton increase).
A "side effect" of this would be to make close range mechs more viable by giving them more of an armour "buffer" to close the distance to long range mechs without being blown apart or severely damaged to the extent that they are currently.
The game would also become far more interesting by helping to alleviate the long range pop-tarting, incredibly boring, sniper wars which dominates the competitive game atm.
Two simple things which could drastically improve the game with little coding time on the part of the devs.
Edited by Charles Seneca, 06 February 2014 - 08:24 AM.