As much as I love my Summoner, I have to agree, that some of PGI's weapon balancing has hurt it's potential. in the case of the Prime, the ER PPC is it's most damaging weapon, instead, we got a joke of a weapon that isn't worth carrying due to the ER large laser being simply better in terms of damage, heat, and weight. (that and you can add a lower arm actuator with the laser.) During the Public Test, I ran my prime as an A and also a C variant, I found the A to be a pretty good build, even with the charge on the Gauss Rifle, but the C's potential as a brawler was hurt by the sheer eternity it took for the Streak SRM 6 to cycle. Sorry, but a seven second cooldown for a weapon meant for close combat will NEVER be viable.
I know the devs are trying to keep weapons balanced, but they didn't give any consideration to how their balancing could effect specific mechs, and out of all the clan mechs, the Summoner gets the worst of it due to the limited tonnage. You can't afford to drop any armor due to having only about 88% coverage to begin with. Though I don't mind the mobility, you can't remove jump jets either. The Summoner's builds were always fairly simple, but built around powerful weapons to compensate for the limited tonnage. The easiest solution therefore is to tweak some of the heavier weapons, The CERPPC should do it's full 15 damage, and the CSSRM 6 should have a shorter cooldown, probably closer to 4.5~5 seconds. UACs are fine as is, but I would suggest when the LBXACs get their fire mode that the slug mode is a single shot, same as the cluster mode, rather than a burst.
If for some reason this is heresy in the eyes of the devs, I would suggest mech quirks to differentiate it from the Timber Wolf, say tougher internals to reflect the standard structure, tighter turning as others have suggested, or perhaps even reinforced legs due to the mech being built with jumping in mind.
Edited by Vanguard319, 28 June 2014 - 02:12 PM.