I still believe lasers shouldn't retain it's current model. Understand that this game is an online game and thus when a weapon requiring more burn time meaning it would miss most of the time. And on top of that, most users of energy weapons are light mechs and they do not have the luxury to have more DHSs when they required Endo and Ferrous.
Normal Lasers should use current Pulse Laser model whereas Pulse Laser should use a capacitor model where you can discharge the beam up to a upper limit stronger than Normal Laser. For example:
Medium Laser 5 DMG 0.5s burn time CD 3.0s.
M. Pulse Laser 7 DMG 0.75s capacitor capacity Recharge rate of 0.25s capacity/s.
Both should have same min/max range as reduce range should strictly be reserved for X-Pulse Lasers in the future.
It was always illogical that a missile would do no DMG sub 180m but would could still be critically hit. So yes allow something like a alternate mode like 40% rack capacity under the logic that by firing more than 40% missile salvo will cause chain explosion from the target to the launchers.
As far as Ultra AC goes this is a welcomed idea of a dual mode and burst fire as I find the current UAC model is more of the Rotary AC model. LBX should not be allowed to fire like a normal AC as it would make AC really redundant, should there be a need give it a long range mode make it a ring with less spread but there must still be spread.
Gauss currently has too many Cons compared to its Pros. Weighing, requiring so many critical slots and being highly volatile on top of that add a charge up time would render the weapon really weak compared to other ballistic weapons. Remove the charge up increase the CD and a slight DMG increase but disable weapon being usable while being airborne. (Hence preventing pop-tarting)
PPC should be allowed to turn off sub 90m protection where point blank PPC fire would deal damage to an upwards of 1-50% from 90m to 1m. Whereas ER-PPC should remain it's sub 90m protection have a 25% heat increased compared to a PPC. In addition to that PPC hits beyond it's max damage range will deal dissipated splash damage. For example:
860m PPC to CT = 10 DMG CT
1200m PPC to the CT = 10*0.61 = 6.1*0.75 = 4.5DMG on CT 6.1*.25/5 = 0.3 DMG on H LT RT LL RL
As far for Omnislots, it should have one weakness is that internals have 2 times easier to be critical destroyed once it is cored, where the chances of being destroyed just as the last scrap of armor is shaved off. This is to compensate for its benefit of being flexible.
Current machine gun model should also be changed too. Remove the twice the critical on core but instead change it to twice the critical chance should the machine guns hit a laser burn zone as long as there is a glow. This would make lights using them being more viable bringing SLs to "light" up for better damage instead of getting builds where people equip machine guns just to be piranhas swarming into cored mechs. This model would at least make machine gun viable when there is still armor on the target.
Moreover it is also understood that Clan XL engine doesn't fail should one Side torso be destroyed. However, asking for 2 Torsos to be destroyed is just asking for too much. I would say put one of the following in the event of LT or RT being destroyed:
-Mech can no longer perform Torso turn.
-Mech will be unable to function should one Side Torso be destroyed along with a leg.
-Mech will lose 50% of it's internal heat sinks.
Edited by Raiyuken, 23 April 2014 - 05:24 AM.