Here are my thoughts, based on feedback.
1. Reduce maximum range from 3x to 2x
It looks like a number of people moving to 2.5x rather than 2.0x. I would suggest that the AC20 and AC10 have already had their projectile speed lowered to the point where firing them beyond 2x range is very difficult. And that even at 2x range multiplier, the AC5, AC2, and UAC5 base ranges allow them to out range everything but an ER PPC, being on par with an ER Large Laser.
2. Projectile speeds
This idea didn’t get much traction, and I agree.
3. Cooldown.
A number of people like lowering the overall DPS of ACs, and I somewhat agree.
AC 20 stays the same. 20 Dam, 4.0 cooldown, 5.0 DPS (1.5 HPS)
AC 10 stays the same. 10 Dam, 2.5 cooldown, 4.0 DPS (1.2 HPS)
AC 5 changes. 5 Dam, 2.0 cooldown, 2.5 DPS (0.5 HPS)
AC 2 changes. 2 Dam, 1.0 cooldown, 2.0 DPS (1.0 HPS)
Corollary to this a minor heat adjustment
AC 5 increases to 1.5 heat (0.75 HPS)
AC 2 drops to 0.75 heat (0.75 HPS) and Ghost Heat threshold is increased or removed.
This drops the AC2 into sub LL DPS (barely) but at less than half the HPS and a 60% greater optimal range, it is still a very viable option for 1 more ton. The AC5 takes the biggest hit, but performance-wise this is where it should be compared to the other ACs (I think AC5 was hyper inflated to keep up with the UAC5).
4. Burst fire
Mixed reviews. I am not a fan of Burst fire, I agree that it blurs the difference between beams and ballistics. Although someone suggested the burst based on chassis, and that was intriguing.
5. Reduced Ammo
I was surprised by the number of people who like this solution. It seems like a tonnage tax that doesn’t directly address the issue, but I’ll play devils advocate. I think what people may be searching for is actually damage cap per match. Obviously the cap has to be low enough that players can potentially run out of ammo in a match, but what value? 400 damage? That means you get only 20 AC/20 shots or 80 AC/5. I am not 100% onboard with this idea, but it would definitely change the way battle is conducted, almost forcing a brawling battle at some point.
6. Increase Critical slots by 1
This wasn’t well received. And maybe it was a heavy handed approach to limit users to 1 AC5 per arm unless specifically designed to do so, like a Jagermech, Victor and Highlander… OK, I see the problem now.
7. Recoil
Mixed reviews, on this. I think the most compelling being that it doesn’t actually nerf autocannons unless you use a UAC5 or chain-fire. It was also mentioned that it desyncs ACs from other non-projectile weapons, which is a bad thing. As a balance tool I think it is a bad idea, as an immersion feature, I think it would be cooler than a plexiglass windshield.
8. Ammo Location
Another mixed review. I really like this idea, primarily because this is how the TROs built mechs, and CASE suddenly has a very important purpose.
9. Convergence
Only included because it is a hot-topic. I probably should have left it out since it affects everything, not just ACs.
10. Projectile Dropoff
As someone who has attempted to run a Rifleman build (2x LG, 2x AC5) I am not a big fan as it hurts weapon diversity.
TL;DR
I really like: 1. Reduced Max Range; 2. Longer Cooldown.
I kinda like: 5. Reduced Ammo; 8. Ammo Location Restriction.
Edited by Agent 0 Fortune, 21 March 2014 - 03:45 PM.