Eyeballing it for now, since I can't access the PTS yet...:
-The pilot skill nerfs look to be pretty harsh...but frankly I'm willing to see where that goes. The difference between a fresh-bought 'Mech and a mastered chassis is so stupidly high on Live as to be...well, stupid. It's a
huge bar to entry for new players, and given the 'neurohelmet hacks' justification for the system the previous values were insane. I feel like the new values might be pretty close to where they ought to be - desireable and worth obtaining, but not so utterly essential that rookie pilots
have to forego experimenting with multiple singleton chassis in order to aggressively pursue that single mastered moneymaker.
-Missiles: interesting, but seems potentially off a bit. The velocity changes for SRMs are appreciated but don't really address the core issue of the weapon, i.e. its horrendous spread. So-called 'optimum' range for SRMs isn't really any such thing, given that by the time the warheads reach 270 meters half of them will be wildly off-target. Constrict the spread some for the base launchers, and/or allow Artemis to constrict it a
lot, and you might just bring them back. As for the Lurms, I'm excited to see changes that look to be trying to push people into making singular, targeted shots with the weapon rather than vomiting eleven hundred missiles from behind a cliff, but you're cutting the DPS of an already low DPS weapon by a good bit with these cooldown adjustments. The tightened spread looks helpful, but not helpful enough. I'd consider bumping missile damage up a twitch, seeing how high-damage, high-cooldown launchers work. That's long been an ideal for missile users, and it would also go a goodly way towards making AMS relevant again.
-Gauss change looks workable. Painful, but workable. Frankly the thing was a li'l too dominant even with the charge cycle; this really hurts things like triple-Goose Whales and heavily encourages people to pair Gauss with other stuff. Which, admittedly, they already do, but now Gausslasers builds are going to be more reliant on their lasers, and thusly run hotter for the same damage output. If it looks good, you
may even be able to go to 6s cooldown and eliminate the charge delay. I would be sad since I like how the current Gauss charge delay mechanic feels, but I've given up trying to convince people it's not the Devil
The rest of it I'd have to play to get a real idea of how it works, and if I can manage to not be at work any time in the next seventy-two hours I'll see if I can do that, but I figured I'd throw this out there. Mostly to try vainly and counteract the millions of players who're no doubt shrieking about how the pilot efficiencies nerfs are going to Ruin MWO Forever. To that, all I can say is:
You people wanted slower, less maneuverable fatbros that had a harder time tracking twiggies? Here you go - wish granted. Now shaddap and run with it.