A proper HEATSCALE is one such aspect which would have a huge impact on balance.
SIZED HARDPOINTS is another aspect which would help slow the steady power creep and can also be used for balancing purposes.
RETICLE SHAKE such as that when jumping to decrease accuracy at speed seems like a simple and already implemented solution to long range alpha warrior.
We continue to get un-intuitive fixes for problems, ghost heat and now ghost damage (new on the pts) being examples, that really fail to solve some of the core issues with MWO.
Examples: (going way back in time)
The Guassaput. For a time these beasts ruled MWO, cool running, big alphas and enough ammo to devastate a whole team. PGI's solution, introduce a mechanic which causes the Guass Rifle to explode when crit and reduce its hit points to nothing. This, indirectly to this day nerfs other builds and mechs whose main weaopn is a GR. Sized Hardpoints would never have allowed this monster to be built in the first place.
Ghost Heat: The 5 or 6 PPC Stalker was the driving force behind this mechanic, which has since proliferated to a great many other weapons systems (seriously ghost heat on srm2 and ssrm2 when using more than 3). A proper Heatscale would have kept this beast in check, appropriately distributed sized hard points would have also prevented it from being built in the first place. The Awesome cannot function properly in it's intended role (despite quirks, and the hit boxes has a lot to do with it too) due mainly to ghost heat running 3 ppc's with the nerfed double heat sinks is at best an exercise in frustration.
Edited by slide, 23 October 2015 - 05:32 PM.