These changes i have keep in mind Gameplay, Lore and user ease
Clan mechs
- Remove all consumable modules from Clan mechs
- Remove all quirks, positive and negative
- Remove all Info sharing to and from Clan mechs
- Set torso twist and pitching to the same for all mechs of each weight, so all 55 ton mechs twist/pitch the same amount of degrees, with 20 ton mechs having the most twist/pitch and 100 ton mechs having the least.
IS mechs
- Remove all quirks positive and negative
- Readjust lock (info) on speed times on mech weight. I,e, 20 ton = 0.5 seconds, 100 ton = 4 seconds
- Set torso twist and pitching to the same for all mechs of each weight, so all 55 ton mechs twist/pitch the same amount of degrees, with 20 ton mechs having the most twist/pitch and 100 ton mechs having the least. (Bar Urbie)
Weapon re-balance
Because of the way the timings have been set out for the recycle times on weapons, it caused a huge imbalance to the weapon systems, AC/20's made almost pointless because 4 medium lasers do the same at a fraction of the weight with a higher DPS, less chance of being crit'ed and no ammo to worry about
- AC's and Gauss to all have the same fixed recycle time
- Small lasers and medium lasers damage reduced to fit the weapons curve (including pulse)
- LRM's to all have the same fixed recycle time
AC/2 = 0.5 DPS
AC/5 = 1.25 DPS
AC/10 = 2.5 DPS
AC/20 = 5.0 DPS
MWO is:
AC/2 = 2.8 DPS
AC/5 = 3.1 DPS
AC/10 = 4.0 DPS
AC/20 = 5.0 DPS
As you can see this is really out of whack, i'm NOT saying going off the TT curve is the way forward. it does give an idea to how broke it is, But because of this, it bleeds over into the mechs too, Most Atlas's only have Ballistic slot which tends to be the AC/20 fitted and because of the well and truly under performing AC/20, the Atlas goes from being a feared mech to a meh mech, If the weapons don't fit to a damage curve, there is no hope of ever trying to find balance in these mechs as the baseline damage curves that the chassis were based on are now broke.
Requirk
After the weapon re-balance any mechs (Clan and IS) falling short of the damage curve for its weight class can be quirked with "Standard" quirks for weapon cooldown and heat gen (only)
for all weapons types it carries. this will give it that little extra fire power to help bring them into line while not forcing into 1 build for that chassis, like the TDR-5SS.
10% missile cooldown
10% missile heat gen
10% laser cooldown
10% laser heat gen
The Outcome
Clan and IS mech will feel totally different, Clan mechs being all about firepower and IS mechs being all about intel, while the Clan mechs will have bigger alpha damage they will have to mange heat much better as they don't have coolshots. TTK goes up as Clan mechs can't rely on coolshots to keep the damage surge up, it also gives rise to better flanking chances as clan mechs can't see any battlefield data unless they have line of sight on it. Players would feel more inclined to use VOIP to give mech movements. And new players would find it a lot easier to get to grips with the weapons if they made sense and stuck to their range stats, instead of crazy quirks like 50% range.
TLDR
- Clan mechs should be OP so keep them OP
- IS fight using intel to out number and flank
- Weapon rebalance is a must before you can try to requirk mechs
I'm sure there are holes in my ideas and its mostly based on someone sitting down and doing the maths to balance the weapons right in the first place before anything can be changed, but i'd love to hear your thoughts and gripes with it, why its good or bad and what could work and what is just down right stupid. So please feel free to speak freely.