I have a proposal which I hope solves the issues of:-
1 - Strike Spam
2 - Poor Weapon Modules
3 - Redundant skill in the pilot tree.
Here's how it works.
Change Overall Pilot Tree as Follows
1 - Basic
2 - Change Elite to Veteran
3 - Change Master to Elite
4 - Master
Basic Efficiencies
No Changes (These Efficiencies are fine)
Veteran Efficiencies
Leave - Speed Tweak, Quick Ignition
Change Fast Fire to Component Engineering - change RoF buff from 5% down to 2.5%, Unlocks Access to Tier 1+2 Weapon Modules and Mech Modules (More on this Later in Modules)
REMOVE PinPoint (this skill is redundant, MWO convergence is instant and has been since closed Beta) Refund GXP to players
Elite Efficiencies
ADD Component Engineering 3 - Unlocks Tier 3 Weapon Modules
ADD Component Engineering 4 - Unlocks Tier 4 Weapon Modules
ADD Component Engineering 5 - Unlocks Tier 5 Weapon Modules
Master Efficiency
ADD BattleMech Engineering - Adds +1
OMNI Module Slot
MODULES
All Mechs 2M+2W+2C+OMNI from Effciency
Current Weapon Modules
Change current RANGE modules (Except AMS) to:-
Energy&Ballistic
Tier 1 - +2.5% RoF +heat
Tier 2 - +4% RoF+heat
ADD TIER 3-5 (Requires Elite Efficiencies)
Tier 3 - +5% RoF+heat+5% Chance to Fail@70% Mech Heat
Tier 4 - +7% RoF+heat+10% Chance to Fail@60% Mech Heat
Tier 5 - +8% RoF+heat+15% Chance to Fail@50% Mech Heat
Missile
Tier 1 - +2.5% RoF +heat+5% Chance to Jam
Tier 2 - +4.0% RoF+heat+10% Chance to Jam
ADD TIER 3-5 (Requires Elite Efficiencies)
Tier 3 - +5.0% RoF+heat+15% Chance to Jam
Tier 4 - +7.0% RoF+heat+20% Chance to Jam
Tier 5 - +8.0% RoF+heat+25% Chance to Jam
ALL TIERS NEED TO BE UNLOCKED FOR GXP AND CBILL PURCHASED AS USUAL
New Weapon Modules
Add new damage Modules. (Using the higher Tiers of these modules is risky for their benefits, your weapons can destroy themselves if you push the Mech too hard)
Energy&Ballistic
Tier 1 - +1.5% range+heat
Tier 2 - +2.5% range+heat
ADD TIER 3-5 (Requires Elite Efficiencies)
Tier 3 - +5% range+heat +2.5% Chance to Critically Fail@85% Mech Heat
Tier 4 - +7% range+heat +5% Chance to Critically Fail@75% Mech Heat
Tier 5 - +8% range+heat +10% Chance to Critically Fail@65% Mech Heat
Missile
Tier 1 - +1.5% range+heat+5% Chance to Jam
Tier 2 - +2.5% range+heat+10% Chance to Jam
ADD TIER 3-5 (Requires Elite Efficiencies)
Tier 3 - +5% range+heat +2.5% Chance to Critically Fail@85% Mech Heat
Tier 4 - +7% range+heat +5% Chance to Critically Fail@75% Mech Heat
Tier 5 - +8% range+heat +10% Chance to Critically Fail@65% Mech Heat
Consumable Modules
UAV remains unchanged
Coolshot remains unchanged
Consumable Modules for Scout/Medium Classes
Change Artillery Accuracy to Artillery Painter
Change Airstrike Accuracy to Airstrike Painter
These Modules launch like a UAV based on launching Mechs Reticle, Strike carrying command Mechs target them as they would a normal target and use them to launch Air and Artillery Strikes.
NOTE: Air and Artillery can be used LoS like they are now but accuracy is greatly reduced
Consumable Modules For Heavy/Assault Classes (Including Command Mechs)
Currently only Coolshots apply here.
Sorry, couldn’t think of anything else offhand (working on it
)
Air and Artillery Strikes
Air and Artillery restricted to COMMAND Mechs ONLY (Atlas, BattleMaster and Clan equivalents)
Mech Modules
Well, there are lots of those with room to add more, no need to expand on this further.