I have some suggestions that I hope the team may find interesting or useful enough to want to consider trying for some weapons. This post includes but is not limited to attempts to address some of the less-often used weapons (to increase their usability). Readers may discuss these as well then perhaps I can tweak it further.
Overview
- Increased usability for some under-performing weapons
- Introducing Through-Armor Critical
- Increased TTK via Heat Capacity adjustment
- Gauss Rifle rework
General
Consider complete removal of Heat Scale Penalty (Ghost Heat) in favour of lower Base Heat Capacity as an initial step to Heat System Revamp. There was a player that suggested reducing the Base Heat Capacity from 30 to 14 (Yes, 14. Not a typo).
LB-X Autocannons, Cluster rounds (Both factions):
1) Crit Damage Multiplier to 5x (up from 2x) to give them better critting ability.
The double-crit and triple-crit chance may need to be reduced and then added to single-crit chance to make up for it.
2) Each cluster has a damage multiplier of 10x versus UAV (anti-aircraft, sort of?

This adds some utility for the LB-X autocannons (much more so for the smaller caliber, and out of desperation for larger caliber).
3) Through Armor Critical: The lower the armor is, the more likely it is for each LBX Clusters to bypass Armor and do damage to Structure direct. Crits apply as per normal for damaging internals. Only applicable to weapons fired.
4) Increase ammo to 200 damage/ton (normalising to IS AC10)
5) Optional bold change
- Greatly reduced cone of fire at maximum optimal range BUT
- Tie range to either targeting locked enemy OR fix the range at canon (TT) "Short" Range.
- Weapon Long Range (existing maximum optimal range)
- Suggested Reference Spread: Existing spread at 30% optimal range (i.e. The spread at all ranges will be similar to how the weapons currently behave against a target at 30% optimal range)
- Necessitate adding a training portion for weapons that has special mechanisms (this includes stuff like IS-LRM minimum range, Gauss charge-up and stuff).
Autocannon 2 / Ultra Autocannon 2
1) Through Armor Critical: The lower the armor % (out of allocated armor) is, the more likely it is for each round to do 50% damage to Armor and 50% damage to Structure direct. Crits apply as per normal.
2) Each round has a damage multiplier of 5x versus UAV (anti-aircraft, sort of?

This adds some extra utility for Autocannon 2 and Ultra Autocannon. Not applicable when shot at targets out of optimal range.
3) Ammo increased to 200 damage per ton (normalising with IS AC10).
Gauss Rifle (NOTE: HIGHLY CONTROVERSIAL - Do not proceed unless you are open to changes to Gauss Rifle)
Spoiler
Edited by Matthew Ace, 06 November 2015 - 09:49 PM.