Option 1: Hardpoint Restrictions
Allowing unlimited customization of mechs was a bad idea. Limiting hardpoints is the first step in moving the game back to a tactical, ammo management, heat management, consequences for your build choice simulation.
Premise: Weapons are placed in to 3 subcategories of each hardpoint type (1, 2 and 3).
Specifics:
E1 - Sml laser and med lsr (and pulse versions), flamer
E2 - Large Laser (both) and pulse version
E3 - PPC (both)
B1 - MG, AC2
B2 - AC 5/UAC5, AC10/LBX
B3 - AC20 and Gauss
M1 - SRM2, LRM5, Streak2
M2 - SRM4 and SRM 6, LRM 10
M3 - LRM 15 and LRM 20
Limitation: Each slot can carry its size or smaller. (ex. A B2 slot can carry an AC10 or be downgraded to an AC2).
Desired Effect of Change: Eliminates unintended builds that negatively affect gameplay and allows PGI to more effectively manage balance.
Note: As much people like Dual AC20 Jagers and K2s and Dual Gauss Phracts, they were never really meant for that. This system would give those mechs B2 hardpoints, not B3 hardpoints.
Option 2: Heat Scale Revisit
We all know that adding value to the heat cap based on heat sinks was probably a mistake. It allowed alpha fire to bea legitimate tactic while reducing to almost zero the penalties for doing so.
Premise: Reduction of the heat cap and matching heat sinks heat reduction based on a time scale (TT was 10 seconds) will increase the need for thought before fire.
Specifics:
1. Return the engine heat sinks to single heat sinks to allow builds with lots of extra tonnage to fill out builds with single heat sinks that in TT were more effective.
2. Cap heat at 30.
3. Increase or alter dissipation to balance gameplay excitement vs. desired penalties for alpha fire.
4. Remove ghost heat.
5. Increase ammo explosion chance and have % chance effects at 80%, 90% and 100% of heat cap to include engine criticals that affect movement/heat dissipation.
Limitation: Limiting Heat Cap offset by dissipation
Desired Effect of Change: Limit or reduce alpha strike potential on the battlefield by increasing risks/required management.
Option 3: Ammunition Changes
Ballistics and Missile Weapons with large amount of ammo become less attractive when there are drawbacks with taking them. Implement those drawbacks and reduce the ridiculous amounts of ammo you see on some builds.
Premise: Ammunition can be more easily crit or far more likely to explode when crit.
Specifics:
Increase the chance for an ammo slot being critically hit to 50% to 100%.
Limitation: Increased chance of catastrophic explosion will reduce the desired amount of rounds for ballistic and missile weapons.
Desired Effect of Change: Limit large ammo-dependent loadouts, increase energy weapon use requiring heat management. Adjust until adoption of weapon types reaches equilibrium.
Note: Anyone ever see a TT mech with 14 tons of LRM ammo? 9 tons of AC20 ammo?
Summary:
The line "Adjust until adoption of weapon types reaches equilibrium." sums up what I would like PGI to do. Identify their goal for weapon balance (I assume adoption by the community is a decent goal) and get to it.
As always, just my opinion and certainly not without flaw.
Any other ideas?
Edited by Egomane, 28 April 2014 - 09:42 AM.