I've been really on the fence about posting this, since everybody has their own ideas on balance and these forums are sort of notorious for both its vitriol and lack of participation from the devs.
But damnit if i'm going to be cowed by that, so I have a list to present!
AMMO:
1 ton equals 200 damage
Exceptions: Gauss, would have to round up or down
MAX RANGE
Equals 1.5x normal weapon range
Exceptions: None
HEAT
Double heatsinks are true to their 2x dissipation
Heat sinks do not add to max heat threshold
Heat threshold is determined by tonnage, eg 20 + 1 per 5 tons of mech tonnage or 10 + one third mech tonnage
Higher heat levels have cumulative penalties. for example:
50% heat hud flicker
60% heat convergence slows/stops
70% heat cannot target enemies
80% heat chance of internal damage
90% heat chance of ammo cookoff
100% heat shutdown
Override button pauses heat penalties within a certain range for a limited time (not a toggle)
Alternatively ignores heat penalties as if x% lower for a limited time (again not a toggle)
GHOST HEAT
Replaced with targeting load. Firing more weapons that can be handled (could even be the same numbers used now) stops convergence and in severe cases makes reticule shake
COMPONENTS
All components have HP equal to 8+slots taken in that section, or some other universal calculation
LASERS
Fire as long as the trigger is held. If you stop firing before the duration is finished then the remainder of your beam time is taken off your recycle time as a %
GAUSS & PPCs
All do their full damage with no splash
have significantly reduced base velocity, and share a charge mechanic like the current gauss
Charge mechanic increases velocity, and the weapon can be fired at any point during the charge
Heat dissipation is halted while charging
PPCs fire a stream like a laser (though a very short duration)
Gauss is no longer more fragile than other weapons (see COMPONENTS), but could probably keep the exploding thing (gauss are very debated)
Mechs with velocity quirks can instead have charge speed quirks
MGs
1 DPS, with slightly increased projectile speed and spread
FLAMERS
1 DPS, with 1 HPS to both you and your target (to a max of x% heat)
ULTRA ACs
Double the firing rate but feature a JJ/MASC bar that disables and damages the weapon if filled, forcing the user to employ short, controlled bursts compared to regular ACs steady shell output
LBX ACs
50% of pellets land on reticule, 50% spread as normal
LRMs
- Somewhat flattened flight arc
- Faster flight speed
- Faster lock speed
- Cannot obtain lock without direct line of sight, TAG or NARC
- Do not lose lock after launched
AMS
Increased firing speed and/or range to compete with faster LRM speeds
SRMs
2 Damage per missile
Clan SRMs fire in paired volleys (like their ACs)
ELECTRONICS
ECM and AMS hardpoints are replaced by Equipment hardpoints
Equipment hardpoints can mount:
ECM
BAP
AMS
TAG
Command Console
Targeting computer
Artermis
MASC
NARC (possibly)
ECM
Increases lock on time against you, reduces range you can be targeted from. Affects only the bearer.
BAP
Decreases lock on time against targets, increases range you can target, can detect shut down mechs within close proximity.
TAG
Always on and invisible, allows indirect lock from friendly LRM carriers, increases crit chance and speeds convergence
Command Console
Provides damage bonus for friendlies damaging your target, speeds target info gathering
Targeting Computer
speeds weapon velocities and target info gathering
Note: Each piece of equipment is supposed to do something cool and unique, and different from modules. What I wrote above are just suggestions (not that the rest of all this isn't). The important thing is that the whole ECM thing is redone to provide soft counters and minor benefits, not hard counters and gamechangers.
Artemis
Tightens clustering and increases missile speeds
SRMs: 50% of missiles land on reticule, 50% spread as normal
LRMs: 2/5 missiles land on reticule, 3/5 spread as normal
CONVERGENCE
Slow convergence overall
Arm weapons converge faster than torso weapons
MODULES
Add weapon charge speed, duration and velocity modules to accompany recycle time and range.
Radar deprivation changed to opposite of target decay, as in not immediate loss of lock
COOLDOWN
Find and replace the word 'cooldown' with 'recycle'.
I'll be adding more at some point, as it comes to me. I'm on the lookout for ideas that promote skill over luck because of that some of the devs said about going in an esports direction, as well as general balance stuff.
What do you think? Please be constructive. We want to improve the game dont we?
Edited by Funkin Disher, 30 July 2015 - 02:17 AM.