There are those who say to go down a simpler path to balance Rifles.
I did some thinking about what they said and sincerely tried their suggestions and it was not really successfull.
If you believe me just hop over the spoilerbutton here.
If you do not believe me please open the spoilerbutton to see the results inside.
Please choose which ability each weapon should have to take them beyond their weak TT stats.
Chosing an ability and making suggestions on alterations on the cooldown, velocity, crit chances and such is very important since PGI would rather not touch the TT stats.
What are the TT stats? They are Damage, Heat, Weight, Crit Slots and Range.
They have been touched in MWO's current weapons but PGI are somewhat reluctant to do so.
So i use the cards i have been dealt and move on with only that.
It's inevitable for this to become a textwall because i'm handling 3 types of weapons with multiple solutions to each at the same time after all.
And 2 of these weapon types has multiple sizes. So i politely ask that you give me a break here. Please

Keep in mind that ALL the numbers below are examples and can be changed anytime.
Rifles
Rifles have no changes to damage, heat, range, weight, crit slots.
They have lower velocity and slower firerate than AC's just like in the lore.
-2.5 damage against armor. We can survive a 0.5 damage penalty change right?
They would naturally need to have their ammunition doubled just like AC's.
Since the lighter rifles have shorter range they have lower velocities.
Possible velocities and ammo per tonn on rifles below.
Rifle TT/my idea stats for your convinence...............................Ammo per.......Example
..........Damage...Heat...Range....Weight....Crit slots...Velocity.....Tonn.........Cooldowns
Light.......3.............1......360m......3tons......1 slot.........500?.........36..............2.25 secs?
Medium...6.............2......450m.....5tons......2 slots.......650?........18...............3.5 secs?
Heavy.....9............4......540m......8tons.......3 slots........800?..........12.............6 or 5 secs????
Rifles would need a certain ability to gain their niche role in comparison to AC's.
These abilities only work when a rifle shell hits an unarmored section of the target.
Please choose an ability from the ones explained below.
1) 2 or 3 times more structure damage. I think rifles need at least that much to keep them valuable in comparison to AC's with this ability.
2) Higher critical chance against internal components such as heatsinks, weapons, ammo, etc.
Because it's just a single shell there is a need for higher than an MG bullets chances at criting something.
The bigger the shell the higher the chances it will crit something.
1- **% stands for the chance to crit 1 component. 2- **% for 2 comps and 3- **% for 3 comps.
Light shell.....1- 50%...2- 33%.....3- 12%
Medium shell....1- 60%....2- 40%.....3- 18%
Heavy shell.....1- 80%....2- 60%......3- 33%
How much extra damage from criting something? 400%?
400% would make it really nasty to get hit by a heavy shell.
3) Imagine that when a rifle shell explodes it tosses out a lot of shrapnel.
Each shrapnel piece behaves exactly like an MG bullet.
As you know 1 MG bullet does 0.08 damage but does 1.08 (1350%) damage to any component it critically hits.
MG bullets have these chances to crit 1,2 or 3 components unless things have changed drasticly.
1 - 39%....2- 22%....3- 6%
it takes 37.5 bullets to do 3 damage against armor.
So let's say that a light shell gives us 38 pieces of shrapnel.
Medium shell 76 shrapnel and heavy shell 114 shrapnel.
Can someone do the math on this one so we can understand if it is waaaay too powerfull or not?
If it's too powerfull a splash damage might have to be concidered so that it will hit more armored sections of the target and thus squander some of it's damage potential.
Or lower the amount of shrapnel pieces.
4) Let's say that with each increase in shell size it gets another chance at criting and that it has these chances at criting with each chance.
1- **% stands for the chance to crit 1 component. 2- **% for 2 comps and 3- **% for 3 comps.
Rifle crit chance table. 1- 60%.... 2- 30%..... 3-15%
The light rifle gets to roll once on this table, but the Medium gets 2 chances and the heavy 3 chances.
This way it's easier for the developers to balance all the rifles at once with ability 4).
5) Higher damage but with splashdamage in the same way the cERPPC does it.
Davison suggested these numbers.
Light Rifle - 6/2.
Medium Rifle - 9/3
Heavy Rifle - 12/4
Mortars
I think mortars should be concidered as ballistic weapons.
TT mortars were unaffected by AMS so my mortars are the same.
Ammunition wise mortars in the TT had the same amount of salvoes per tonn as LRM's but less damage per salvo.
That balance between mortars and LRM's will stay the same in my idea.
Mortar TT/my idea stats for your convinience. TT LRM had 630meter range but was increased to 1000meters in MWO.
Mortars could have their range increased to 1000 meters too.
But i don't think it's necessary since i think they should be more effective than LRM's at 400-500 meters range.
As you can see below the LRM's are superior in damage per salvo so Mortars could have a higher firerate to make up for it.
I'll suggest a firerate below. Remember they are only examples.
..................mortar...................Clan/IS........Clan/ IS.........Mortar........Mortar
................Damage......Heat......Weight........Crit slots....Cooldown....Velocity
Mortar/1........2...............1..........1 / 2................1............1.5 secs........?
Mortar/2........4...............2.........2.5 / 5............1 / 2.........2 secs.........Help
Mortar/4........8...............5.........3.5 / 7............2 / 3.........3 secs......Please help
Mortar/8........16..............10.......5 / 10.............3 / 5.........4 secs......I beg of you. Help!!!
I think all the different versions and sizes of the mortar i talk about below should have higher velocity than LRM's.
Mortars should be inferior to LRM's at ranges around +600 meters but better once ranges go below 500 meters.
But how high a velocity does the mortars need to do that? I haven't got the faintest clue.
All i know is that making it higher than AC's and Rifles would sound very silly.
The clan Mortars have big advantages in both weight and crit slot numbers.
How should that be balanced? Cooler sound for IS mortars makes up for it? I got no idea.
It's in the same spot as clan versus IS MG's only worse. What do i do?

Should Mortar shells be semi-guided or non-guided?
Non-guided means it wouldn't need a target lock to fire.
But semi-guided shells must have a lock on time but i suggest a shorter lock on time in comparison to LRM's to make the Mortar more capable at the ranges it does best at.
Mortars could also have a much higher altitude when firing indirectly. That makes them able to shoot over obstacles LRM's would just crash into.
All mortars could launch single shells instead of a shower of them. Meaning a Mortar/8 sends a single shell doing 16 damage to a single body section of the target.
This could be an ability or something that is just the way the mortars work.
I wish i had more ideas for mortars. Take an ability from Rifles if you think that would work.
A) Mortars could have better damage against unarmored internal structure. But how much better?
50% better than LRM's? I ain't got a clue here either. Please help.
Ran out of ideas. But i know i got some more in my noggin. Just need to shake them loose.
Binary Laser Cannon aka Blazer
As usual no changes to TT stats. Included LL, ER LL and LPL stats for quick comparison.
................Damage...Heat....Range.....tonns....crit slots....Burn time.....Cooldown
Blazer.........12..........16......450m..........9...........4.................?.................?
LL................9............7.......450m..........5...........2...............1s...............3.25s
ER LL..........9............8........675m.........5...........2...............1.25s..........3.25s
LPL.............11...........7.......365m..........7...........2...............0.67s..........3.25s
So in comparison to a the other large lasers it's twice as hot, heavy, twice as big, range is in the middle.
It's obvious it's inferior to all of them when you look at how little extra damage it got for having twice as much heat.
So it needs an edge to make it worth it.
Blazer could either have a very short burntime or multiple smaller advantages.
Since it's a rare weapon we might have to concider only being able to fire one at the time with a timedelay before you can fire another Blazer.
Here are several alternatives. Remember they are examples only.
1) Very short burntime as it's only advantage. Make it feel like an extremely hot version of the AC10.
0.25 or 0.15 secs burntime perhaps. Any longer and the LPL stays as the better candidate.
2) ca 1s burntime + advantage.
Causes heat in the target. 6 or 8 heat caused throughout the burntime perhaps?
3) ca 1s burntime + advantage.
Has limited ability to get critical hits on internal component when armor is below...20 perhaps?
How big a chance to crit and how much damage to component on critical hit?
I haven't got a clue.
4) ca 1s burntime + advantage. . Improved damage against unarmored internal structure.
2 or 3 times as much?
For those of you that think it would be unfair for IS to get Rifles and Blazers.
Clan has Streak 4/6 , UAC2/10/20, LBX 2/5/20 and Clan would also gain Mortars.
Enuff said.
The reason i'm not suggesting MRM, RAC or something else is because i do not have ideas for them.
Besides Rifles, Mortars and Binary Laser Cannons are within the current MWO timeline.
I want MRM's too...badly. But they do not need such extensive out of the box thinking about balancing.
Rifles, mortars and Blazers need real help to go beyond their TT stats.
I put this thread here instead of feature suggestions because i believe it should be concidered as soon as possible.
Please help me adjust the numbers and figure out new alternative abilities for these weapons.
Edited by Spleenslitta, 03 September 2016 - 07:35 AM.