The Good:
-Trying to make the mechs balanced towards their roles instead of just straight up combat. (Thank you very much.)
-Removing of Weapon Quirks.
The Bad:
-"Infotech" is made near useless due to how long we've had MWO ECM.
--The stealth cloak has made players rely on their eyes anyways, so targeting is of minimal effect.
--LRMs were only situationally effective when there isn't ECM. (Direct weapons only care about their range.
-CT Omnipod quirks on clan mechs, despite no differences.
--I am going to cite the Shadow Cat, because it is the mech I looked into the most. The SHC Prime Center Torso has a 45 degree penalty to torso turn. The SHC CTs across all 4 variants have no game play difference from each other. (The only difference is that the Prime (I) variant was paid for in cash, and makes more Cbills.)
The Ugly: (My suggestions...but it had to fit.)
-ECM
--Knock ECM down a peg (preferably TT functionality)
--Of course, this would also mean that missiles would need a rework.
--Improve or degrade ECM functionality in accordance with the mech's desired "Infotech" score. (An AS7 D-DC's ECM should be far inferior to the Raven 3L's ECM)
-Apply Clan Omnipod quirks *only* to the omnipods that have something worth quirking over.
--Don't quirk omnipods that have no value, they will just get replaced. (Example, plan is to only use the P variant because the CT nerfs are the least- which is tragic because I bought a prime variant with cash, to make more Cbills.)
Edited by Livewyr, 13 September 2015 - 06:07 AM.