tl;dr: There isn't one, sorry; just how it is.
So, because I'm bored and I've been wanting to post my thoughts on overall weapon balance for a little while, I'm going to make a fairly long post about quite a few weapons. Not all of them need to be changed if you ask me, but a lot of them do need to be changed and that's why I'm here. I'm not going to comment on every weapon because like I said not all of them need to be changed, though I may have an opinion on why a particular weapon doesn't need to be changed.
The neat thing about a lot of these changes is that they're rather simple, so really the only hard part is convincing PGI to actually bother with any of it.
Here goes.
Inner Sphere ballistics:
AC10: No changes needed.
Reason: I know some people don't think the AC10 is good enough, but I don't really see too many problems with it and it's a pretty well-rounded gun. The projectile travels fast enough to hit something at max optimal range in under half a second, it has respectable DPS, it doesn't run super hot, and its range is pretty decent, so the AC10 gets my seal of approval.
Side note: I've heard people suggest that its weight should be lowered to 11 tons due to some inconsistency in the source material that I'm not too familiar with, and while that might be justified I also don't expect it to happen ever.
AC2: Lower its heat significantly, anywhere from 40-60% less heat would be great.
Reason: The AC2 runs ridiculously hot, and unlike every other ballistic in the game it's very impractical to run with other weapons like lasers or PPCs or anything else that's even remotely hot. This wouldn't be so bad if it did more damage, but it has the lowest DPS of all autocannons (as well as the lowest damage per heat by far) and it requires significant face time to deal any decent damage, so making it run nearly as hot as the AC20 (in terms of heat per second) is just dumb.
Side note: Light AC2 would be nice to see for mechs that don't want or need the super long range from AC2.
Gauss Rifle: Increase time to hold charged shot by at least double, or at minimum set it to 2 seconds.
Reason: If the gauss rifle is meant to be essentially a charged sniper rifle, then more time is needed to hold the shot before the charge dissipates. This would make the weapon less of a pain in the ass to use, whether you want to hold a shot because you know somebody is coming around the corner or you need time to adjust your shot at a long range target, and that's a good thing.
Side note: This would also eliminate a number of complaints about the weapon's charge-to-fire mechanic, though the people that want it removed no matter what will probably keep complaining.
LB 10-X AC: This requires a revamped critical hit system so that it doesn't suck so much ass, and possibly another spread reduction after that as well
Reason: The boosted crit capability does not make up for the pellet shot nature of the weapon. The only time this thing is decent is when it's quirked to hell and back with insane cooldown reductions, and that is just stupid.
Machine Gun: Increase damage back up to 0.1 per shot
Reason: Machine guns were needlessly nerfed down to 0.08 damage per shot when supposedly a fix was implemented so that 20% of the shots would no longer arbitrarily miss and to compensate the damage was nerfed by 20%, but this was not needed at all because machine guns were already pretty bad and they still remain bad.
Side note: This would also benefit from a revamped critical hit system
Clan ballistics:
I'm not going to comment on the "C-AC" weapon series because they're eternal placeholder weapons and will never be worth anything until PGI implements ammo switching, which is also never because they're incompetent.
C-Gauss Rifle: Needs an additional drawback such as slightly decreased projectile speed, slightly increased charge time, or significantly increased structure damage when exploding.
Reason: This is one of few weapons where it's objectively better than its IS counterpart in every way by being both smaller & lighter and it breaks the pattern of every other clan weapon having at least a small trade-off for such advantages.
All of the C-LB-X cannons need a revamped critical hit system to justify bringing them over C-UACs, just like the LB 10-X AC.
C-Machine Gun: No changes needed
Reason: It weighs half as much as its Inner Sphere counterpart, and while I realize that's not a very big benefit because it's only a 0.25 ton difference, it does add up when considering multiple machine guns (read: pretty much any build with machine guns) and it's still enough of a difference that I don't see it needing a buff unlike its Inner Sphere counterpart.
Side note: If people were outraged about the Machine Gun having its damage bumped back up to 0.1 but not the C-Machine Gun, then both could be given equal treatment without it being a big issue because neither weapon is exactly amazing.
All C-UACs need to have their impulse value lowered because the amount of screen shake they cause just from firing 1 cannon is ridiculous.
C-UAC 10 & C-UAC 2: Same deal as their IS counterparts, the C-UAC 10 is fine and the C-UAC 2 needs to run less hot.
Inner Sphere energy weapons:
ER PPC: Very significant projectile velocity boost, up to 1750 m/s give or take at most 75 m/s
Reason: This thing runs insanely hot because of its high optimal range and to a lesser extent its lack of minimum range, but with its current projectile velocity it's very unreliable to hit targets out that far so nobody bothers using it unless they pick a mech with crazy ER PPC quirks, which is again stupid.
Flamer: It's hard to say where to begin because it's such a piece of crap, but making it deal more heat damage while not nuking your own heat into the stratosphere would be a nice start.
Reason: It's like a heavier, way hotter machine gun that barely does anything to the enemy on top of being the lowest range weapon in the game; NOBODY uses it except for Badders and joke builds.
Side note: Viable flamers would be a great way to counter excessive laser vomit
Medium pulse laser: Lower its heat value, whether that would be down to 3 heat or something slightly higher than that I don't know exactly.
Reason: See medium laser
Medium laser: Lower its heat down to 3
Reason: Medium lasers are supposed to be only 3 heat according to the source material, but it was nerfed up to 4 heat a long time ago due to some early-in-development woes and it was never reverted back to 3 heat despite the problem being fixed since a long time ago. Lowering the heat down to 3 would give the Inner Sphere the "workhorse weapon" that it's supposed to be as well as giving it more parity compared to the clans' higher range & higher damage lasers and establishing more of a distinction between the 2 tech trees.
Side note: A number of energy heat quirks would no longer need to exist with this change. Also, I realize the source material doesn't really mean a whole lot in this game since so many things are either changed completely or just not even a factor, but it does mean something and there's really not much of a reason to keep the medium laser hotter than it should be.
PPC: Slight increase in velocity, something like 50-200 m/s faster which would be 1,000-1,150 m/s velocity, return to scaling damage inside minimum range ala C-LRMs
Reason: Right now it takes a bit over half a second to hit a target at max optimal range, and considering it tends to run pretty hot (without overdone heat quirks anyways) it should be reliable enough that it hits a target at max optimal range in a bit under half a second. As for the scaling damage at minimum range, this is how it used to work a while ago but was then changed to deal 0 damage at 89m and 10 damage at 90m. This doesn't make sense for crap and scaling damage needs to return so that while PPCs will deal at least some damage at any range, there's still obviously room for counter play by getting up close and personal so that the PPCs deal reduced damage.
Side note: PPC velocity quirks would also be toned down or just removed in a number of cases due to this.
Small Laser: Heat reduction down to 1, slight duration reduction at 0.05-0.1 seconds.
Reason: Just like medium lasers, small lasers had their heat increased a while ago because of a problem that has long since been fixed, and it needs to be reverted back because small lasers are not very good and the heat increase hit them even harder than medium lasers. As for a duration reduction, the range on small lasers is pathetic even with quirks and modules, so if I'm going to bother being at such close range then the laser had better deal its full damage pretty damn quickly.
Small Pulse Laser: Heat reduction down to 1 or perhaps slightly higher, possibly a duration reduction as well although it's already rather short
Reason: Same reason as small lasers
Clan energy weapons:
C-ER Small Laser, C-ER Medium Laser, C-ER Large Laser: No changes needed
Reason: These are all obviously pretty solid weapons, but they're also pretty much balanced by higher heat and longer duration, and once medium & small (pulse) lasers are buffed appropriately then I think it would be fair to say that clan ER lasers are different but still equal.
C-ER PPC: Increase velocity significantly, up to 1600 m/s give or take at most 75 m/s
Reason: Just like the ER PPC, this thing is too damn hot to justify using much of the time when it likely won't hit its targets at max optimal range. However, even though it would be getting a buff, it would also not go fast as the ER PPC because it already has added (splash) damage as well as being lighter & smaller, and this is yet another opportunity to distinguish the 2 tech trees from each other because as it is now the C-ER PPC is simply better than its Inner Sphere counterpart.
C-Flamer: Make it slightly worse than the (post-buff) Flamer? I don't know.
Reason: Obviously flamers need to not suck so much, but at half the weight of the Flamer the C-Flamer should have some kind of drawback relatively, like running slightly hotter or something.
C-Large Pulse Laser: Reduce its range to 545m
Reason: This weapon has a noticeable range disparity compared to its Inner Sphere counterpart, and it breaks the pattern of other comparable lasers. Both the C-SPL and C-MPL have a 50% range advantage over their Inner Sphere counterparts, but for some reason the C-LPL has a >60% range advantage over the LPL and that is dumb. Reduce the C-LPL range to 545m, and that is a (technically slightly less than) 50% range advantage just like other clan pulse lasers and that would be at least more fair.
It's debatable whether clan pulse lasers should be ER pulse lasers with the kind of range they have, because that's basically what they are right now aside from the C-LPL which needs its own nerf, but I'm not going to get into it too much because they are just as hot as the C-ER lasers and that is perhaps enough to justify it.
Inner Sphere missiles:
LRM 5 & LRM 10: Rework ECM to not be a jesus box.
Reason: One overpowered piece of equipment being a hard counter to an entire weapon system is stupid. Other than ECM, these weapons are fine.
LRM 15 & LRM 20: In addition to benefiting from an ECM rework, these bigger launchers need to have less spread so that they're worth bringing over smaller launchers, especially in the case of LRM 20.
Reason: Especially with bigger & heavier launchers, it's expected that they actually work most of the time (read: not being hard countered by the ECM jesus box) and that when they do work most of the missiles should land on target instead of being so spread out that it's a waste to bring such a big launcher.
SRM 2: Damage increased to 2.5 per missile, tighter spread with Artemis so that ASRM2 is worth using ever.
Reason: SRM damage is lacking and it needs to be improved more so that they're a real threat, and no 2.15 damage isn't good enough. As for ASRM2 in particular, just think "when was the last time anybody used ASRM2?" and it should be obvious why the spread needs to be tightened.
SRM 4 & SRM 6: Damage increased to 2.5 per missile
Reason: SRM damage is lacking and it needs to be improved more so that they're a real threat, and no 2.15 damage isn't good enough.
SSRM 2: In addition to streak missiles desperately needing a rework so that they don't spread damage literally all over the entire enemy mech, SSRM2 needs its damage increased back up to 2.5 per missile.
Reason: Nobody uses SSRM2 because it's trash, and as soon as its damage was nerfed to 2.0 per missile it stopped seeing any use in 99% of matches.
Clan missiles:
Short & simple section.
C-LRMs are fine the way they are.
C-SRM 2, C-SRM 4, C-SRM 6: No changes needed
Reason: Clan SRMs don't need a damage buff when they weigh half as much as Inner Sphere SRMs. This might sound a bit unfair, but even with IS SRMs at 2.5 damage per missile, C-SRMs still retain the advantage as far as damage per ton since for every 2 SRM tubes on IS mechs you can bring 4 SRM tubes on Clan mechs.
Clan streak missiles also need to be reworked so that it's not so hit or miss, but they do not need a damage increase for the same reason that C-SRMs don't need a damage increase either.
The End
It's possible I'm forgetting some things at the moment, but that's a pretty comprehensive list of weapon changes so I'll just leave it at that. There are other things that should be changed as well like ridiculous quirks and weapon modules literally being power creep modules and crap like that, but I'm mostly just trying to focus on weapon systems here.
Edited by Pjwned, 22 October 2015 - 12:31 PM.