General balance:
Clan laser nerf:
A good start, although like the others said (unless it was clarified earlier) I hope the nerf is optimal+(optimal*0.6) which is fine. Although small lasers should be kept untouched as it would make them a more viable weapon now.
ECM nerf:
This has been long overdue. It great that it no longer prevents lock-ons, although I'm curious if that mixed with the 50% range reduction is a bit too much. We'll see how it fares in the PTS, but if it's too much then maybe 120m instead of 90?
Heat sink changes:
I'm not sure if IS DHS needed a buff, as I feel it would encourage more laser boating which isn't needed for either side. As for clan DHS's nerf, I'm on the fence about this, I think it should have a nerf but instead of a 1.2 heat capacity maybe a 1.3 or 1.35? Although the cooling rate buff might mitigate the loss. As for the SHS buff, I'm totally on board with this, although I'm not sure if they should be buffed to the point where they're worth using over DHSs (as they're simply inferior technology).
Information warfare changes:
Hitmarker changes:
As it should be, this means less using missiles and lasers to find people behind cover or visual obstructions.
Laser lock-on damage:
Love this change, as it eliminates one of my biggest worries about info warfare in general, that laser boats can simply alpha someone they can't target at a distance.
Scan range changes:
Absolutely love this change, as it makes lighter mechs suit their scouting roles while also improving their survival rates. Heavier mechs, on the other hand, would have to rely more on scout mechs and positioning to have the full effect of their heavier and/or numerous weapons.This also leads to the interesting conclusion that light and medium mech laser snipers and LRM platforms will be significantly more viable as they can get the full effect of their weapons against long range targets without worrying about retaliation from heavier mechs.
Target acquisition range:
This is also a change that places greater emphasis on specific roles. Scout mechs have fast acquisition at all ranges, brawlers have fast acquisition at close range, allowing them to get that crucial crippling shot on a mech rounding a corner before it can trade blows, and support mechs have a hard time facing close range mechs should they close the distance.
Info sharing bonuses:
Also loving this change, as it would encourage some mechs to get closer to a target to get more effective support fire. One thing I'm curious about is if this is a buff to base acquisition time should the requirements be met and/or a nerf if they aren't.
Personal ideas on future changes:
Balance changes:
Autocannons:
I think a flat increase in projectile velocity would make ACs much more competitive against the pinpoint precise lasers, they're simply a pain to get a precise shot against moving targets, especially at longer ranges.
LBXs:
Simply decrease base spread, they should be somewhat effective against targets at medium range, right now they're simply useless compared to the autocannons, except maybe on the CN9-D, although in the PTS it wouldn't have its quirks anyway.
Ultra Autocannons:
I know I'm not the only one in saying that I hate how the system works right now. Whether you kill your target or you die from him based on chance is not something that should be in a competitive game. I have three ideas on how it should be implemented.
1) Double firing triggers a cooldown before you can double fire again (this would be easy to implement)
2) Double firing builds up a meter that, should it fill up completely, jams your gun.
3) Double firing leads to a longer rechamber time for the next shot (this would be the simplest and most straightforward option)
This would make Ultras predictable in how they behave as well as making double firing a more strategic choice, as opposed to spamming it until it jams.
LRMs:
Something worth considering if LRM performance decreases because of sensor changes is simply increasing damage, probably along the lines of 1.1 per missile, or increasing their velocity.
SRMs:
Like the LBXs, decrease the spread so that they're more consistent weapons at close range, with the clan versions having more spread to balance being half the weight and more range than their IS counterparts
Beagle active probe:
With ECMs no longer blocking weapon locks, BAPs lose pretty much the only reason people equip them. I propose 3 options:
1) A greater range buff, this would make the 1.5 tons, a significant amount in a light mech, worth it for providing a large boost to their already massive sensor range, while also making it a worthwhile investment for heavier mechs that want to restore the sensor range they lost with the PTS changes.
2) BAP spots anyone within direct sight of the mech within its radius, allowing the mech to reveal targets behind or beside it. This might further reduce the worth of the seismic sensor, but it'll still warn you of targets behind objects, maybe buff it?
3) BAP warns you that you are being targeted by another mech within its range, while pointing in its general location.
Command console:
Like others are saying it feels like an overweight and underpowered targeting computer. My proposal for it is make it have an effect bubble that boosts the sensor range and target acquisition of all mechs within it, making the 3 tons worth it for a coordinated team.
Targeting computer:
The main issue with them right now is that it's not worth using anything over the Mk1. Reduce the effectiveness of the Mk1 and/or give greater and greater bonuses with each version, with the Mk7 providing insane bonuses to weapons and sensors (i mean we're talking about a massive 7 tons that could go to more weapons and/or heat sinks, it should be worth it).
Edited by Elit3 Nick, 14 October 2015 - 11:33 AM.