I made this thread to improve these suggestions,and allow more of fellow mechwarriors to see it and share their feedback and ideas.
MMkey,let's start:
Improved Gauss Capacitors - Charging Gauss Rifles takes half of the usual time,and the energy is not dissipated if not fired soon after.Gauss Rifles have 100% chance for explosion when destroyed and deal 30 damage to internal structure.
Productive Gauss Capacitors - You can charge up to three Gauss Rifles at once,but charge time is increased by 25%.
Improved Streak Guidance System - Streak missiles have better chance to aim at torso (restore old flight path when central and side torsos were mainly aimed at,before change)
Bigger Streak Warheads - Streak missiles deal 2.5 damage per missile.Max range is reduced to 220m.
Faster Streak Lock-On - Streak missiles require half of the usual time to get lock on target.
ECCM Streaks - Streak missiles are able to lock-on highlighted target even under influence of enemy ECM,though they still suffer longer lock-on time penalty.
Bigger SRM Warheads - SRM missiles deal 2.65 damage per missile,but their max range is reduced to 220m.
SRM TAG Guidance - SRM missiles can be guided to hit chosen location by designing it by TAG,but their speed is reduced by 40 m/s
PPC Capacitor - Allows to charge each PPC to deal extra 5 points of damage and increases generated heat by 5 points.(Adds similar to gauss charge mechanic.Press and hold weapon group button to charge all PPCs in that group,then release it to shoot more powerfull projectile.If you overcharge you wil be given 5*PPC_number_in_weapon_group extra heat and you have to charge again.You can still just tap fire button to shoot ordinary PPC projectile.Possible issue - what if PPC and Gauss are linked in the same group?)
EMP improvement - PPC bolts disable ECM device by additional 3s,and the mech hit have info gathering slowed down by 15%.
Bigger LRM Warheads - LRM missiles deal 1.3 damage per missile,but their speed is reduced to 150 m/s.
Better LRM Concentration - LRM have better chance to hit torso.Time to get lock is increased by 25%.
ECCM LRMs - LRM missiles keep Artemis bonus for ECM-covered target,and does not suffer increased lock time against it.
LB-X Structural Weakness Analyzer - LB-X pellets have doubled chance to cause critical hit (and thus increased damage) to component stripped off armor.
LB-X Spread Control System - LB-X gains 3 shooting modes - Concentrated (spread reduced by 25%),Normal (as it is now) and Wide (spread increased by 30%).This would require to add appropriate option to toggle modes in controls mapping.
UAC Improved Feed Mechanism - Decreases chance to jam by 50%.Unjam requires 50% more time.
UAC Fast Feed Mechanism - Gives chance to shoot another extra bullet(2 total) in ultra mode during cycle period.Jam chance is increased by 150%.
AC Armor Weakness Analyzer - AC rounds have 10% chance to deal 20% of theirs damage to internal structure instead of armor.(Ex AC20 round hits armored CT and deals 16 damage to armor and 4 to internal structure)
AC HE Rounds - AC rounds gets additional 10% damage as splash in 2m radius,but their speed is reduced by 20%.
TAG Heat Designation - Each 0.1s you highlight the target caused it to keep TAG designation for that period of time when you stop tagging.(Ex you put TAG a mech for 10s then stopped.Tagged mech should be considered designated for 10s before fade away.This applies only to bonus to hit by LRMs,designated mech visibility should be treated unchanged)
Improved Flamer Fuel - Flamers deal 30% more damage and 50% more heat to target.
Thermite Flamer Rounds - Flamer can shoot at 200m max distance a round which sticks to mechs,causing usual flamer effect for 3s.Adds 3s cooldown to flamers.
Improved Lasers Heat Management - Allows to fire one laser more before activating ghost heat (so it'd be 7 for mediums and 3 for larges.If 2nd ILHM is equipped it sums to the 1st one)
Improved Laser Focuses - Lasers applies 15% heat they generated to target hit.
Continuous Pulse Beam Generator - Damage,heat generation and beam duration are halved,but pulse lasers have no cooldown.
Improved Lasers Concentration - All pulse lasers in weapon group are considered as one beam when determining critical hit damage amount.Allows pulse lasers to score critical hits.
Depleted Uranium AP Bullets - MG bullets have 50% chance to ignore armor and deal damage to internal structure,but critical hit chance is reduced by 75%.
Multibarreled Machine Guns - MGs have doubled fire rate and spread.
Guidance System - MGs have limited capability to track and better aim at locked-on target.(If crosshair does not point to targeted enemy MGs can aim in say 25o angle cone at the target,and they automatically add adjustment to hit the moving target pointed by crosshair)
Edited by MasterBLB, 30 July 2014 - 06:34 AM.