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So one of the mechanics I've hated the most in this game is the 'Maximum Range' that PGI added. It was complicated enough to balance all the weapon ranges as they were, but then suddenly weapons with set firing distances could shoot farther. Its part of the reason we have the sniping issue we do, as well as some weapon basically out perform the other choices because of it.
So, here's my suggestion, to rebalance the ranges at which weapons can reach at maximum range. For an example I'll just go with regular and ER lasers to get the idea down.
So lets take current laser stats:
(note - I included IS ERSL/ML even though they aren't yet in the game for future balance place holders, numbers are probably off, I used a fraction system to guess the IS ERs range based on the Clan weapons)
(note2 - X-Pulse would be the IS equivalent of Clan ER pulse lasers, which also are not in MWO and not included here)
IS
SL - 135/270
ML - 270/540
LL - 450/900
(ERSL - 167/334)
(ERML - 324/648)
ERLL - 675/1350
SPL - 110/220 (I think this should be bumped up to 120/240 or 125/250 personally)
MPL - 220/440
LPL - 365/730
Clan (For simplification purposes, the Clan's Pulse Lasers are basically ER due to the nearly 2x base range)
ERSL - 200/360 (already a bit of what I'm talking about here)
ERML - 405/688 (^)
ERLL - 740/1480
SPL - 165/297
MPL - 330/561
LPL - 600/1200
and modify them on this principal: ER Lasers use more energy to create a farther reaching weapon, in TT/previous games this was a single range, one maximum range the weapon could fire at for full damage. So let's say that the idea in MWO was to further the 'effective' range (full damage) but the cost is that the weapon's maximum range drops quicker.
For this example we'll say that the ER lasers result in +50% maximum range while the standard lasers stay at +100%.
IS
SL - 135/270
ML - 270/540
LL - 450/900
(ERSL - 167/251)
(ERML - 324/486)
ERLL - 675/1013
SPL - 110/220
MPL - 220/440
LPL - 365/730
Clan
ERSL - 200/300
ERML - 405/608
ERLL - 740/1110
SPL - 165/248
MPL - 330/495
LPL - 600/900
So now let's take a per-weapon comparison and see how they stack up to one another with the new ranges.
SL - 135/270
(ERSL - 167/251) <-(Will probably need higher base range)
CERSL - 200/300
ML - 270/540
(ERML - 324/486) <-(Will probably need higher base range)
CERML - 405/608
LL - 450/900
ERLL - 675/1013
CERLL - 740/1110
SPL - 110/220
(SXPL not included!)
CSPL - 165/248
MPL - 220/440
(MXPL not included!)
CMPL - 330/495
LPL - 365/730
(LXPL not included!)
CLPL - 600/900
While retaining their ranges for full damage, the weapons are reigned in and the gap in the amount of damage ER lasers do at extreme ranges is lessened. Each weapon system would need to be independantly tuned by category (i.e. lasers, ppcs, ACs, etc) in order to finish balancing them but this would reduce the gap between ER lasers still doing massive damage in their maximum range and create real trade off reasons between them and standards while also mitigating the massive range advantage Clans start with and with which IS quirks overcompensate for.
(ERSL - 167/251)
Edited by MauttyKoray, 28 April 2016 - 07:04 PM.