I LOVE the amount of thought that went into this, although bare in mind that with ED as a new balancing mechanic we can adjust the base stats of a few weapon to make them more useful outside of alphas.
Wintersdark, on 21 August 2016 - 10:09 AM, said:
The suggested values below are a fair bit heavier and will noticably restrict fire past 30 damage except in brawling circumstances; see below:
1: Gauss costing to 1.5 or MAYBE even 2:1.
A much higher ED costing for Gauss; a 1.5 factor would cause a single Gauss rifle to consume 22.5 energy, or dual gauss 45 energy (and thus 15 heat generated). In many ways, this seems more reasonable: It allows Gauss to stay quickfire and low heat, but makes combining Gauss with other weapons extremely costly in terms of heat.
Yes, like we've discussed in a different thread, this would be an excellent way to give a large heat penalty to gauss rifles going overdraw, while still keeping it a cool weapon during general use like in lore.
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2: Overdraw to heat penalty of 1:1
This doubles existing heat penalties. Firing 5 LPL's takes you to 55 heat. It's currently 57 Heat on live with ghost heat, so this is fundamentally identical. However, it avoid the Ghost Heat issue where you fire 3 then 2 at 0.5s with zero penalty or 3 then 2 at 0.49999s for 22 heat penalty. It DOES allow tactical firing of 4 LPL's(as an example) with a hefty but reasonable 10 heat penalty.
This is a logical step for PTS2, so we can gauge how close it is to an exceptable heat penalty for alphas. Interested to see if this would end up being too much.
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3: LRM and SRM costing to 0.6
This allows 50 points of SRM's/LRM's for 30 energy draw - 3xSRM6 costing 21.6 energy, and LRM's can fire up to 50 tubes in a volley without penalty (that being 30 draw). This is the first pillar of Brawl Buffage, as SRM's are a key component of brawling.
This makes sense for all the drawbacks that these weapons have. This would make SRMs useful for those looking for large, close-ranged alphas without getting penalized too severely.
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4: LBX costing down to 0.75 from 0.85
Further increasing the value of LBX vs. PPFLD AC, and making mixed LBX/Laser builds more worthwhile. This is the second pillar of Brawl Buffage, while making LBX's more viable vs. regular AC's.
This also a logical outcome, although LBXs still need an overall buff to spread and/or damage per pellet. Russ has stated that this is being looked into, so it will likely happen within the next few patches.
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5: Medium, Medium Pulse, Small, Small Pulse, cERSL, cMPL, and cSPL lasers down to 0.85
Effectively increases the no-draw penalty to 7 from 6, for 35 without penalty, but allows these lasers to be fired combined with other weapons more effectively. This is the third pillar of "brawl buffing"
This is where we get into my point from above. With draw values, we can adjust the stats on all the laser weapons so that they're a more meaningful choice in smaller amounts, without them becoming too powerful when alpha'd together:
SL &SPL:
These feel good for what they are right now, so simply having a large draw decrease would make these useful for maxing out alpha potential at close range, like SRMs. SL could maybe get a slight duration decrease.
ML & MPL:
These can get moderately reduced draw, along with lowering the duration and/or increasing the RoF.
LL & ERLL:
Draw gets a slight decrease, and also a good duration decrease. ERLL could generate a bit more heat to make LLs a more meaningful choice on hotter builds.
LPL:
Get a slight duration decrease, but overall the draw value is acceptable, allowing a 3LPL alpha without consequence.
Clan lasers:
These could get a decent duration decrease, although still being longer than IS lasers, in exchange for a decently higher draw/damage ratio over their IS counterparts. This makes clan lasers more effective for general use than they are now, while making them less efficient in alphas versus IS lasers to make up for their damage, range, size, and weight advantages.
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6: PPC's up to 1.1 draw/damage
This means 3xPPC takes a slight penalty firing, losing some heat efficiency (and unlike ghost heat, this also impacts 2PPC+Ballistic builds), but makes 4xPPC builds significantly more costly (particularly considering the 1:1 overdraw to heat ratio). As a result, 3xPPC costs 33 energy, and thus generates 3 extra heat if fired from a full bar. Firing 4 PPC's costs 44 Energy, or +14 heat over it's already hefty 38. Given low projectile speed and things like zero heat dual gauss, this is hardly unreasonable.
I honestly think that the draw/damage should be higher than this, considering how powerful PPFLD is right now. PPCs should get significantly higher velocity, to better desync them with ACs when firing at moving targets, but get the charge mechanic that Gauss just lost so that they can't abuse fast chain-fires. Clan ERPPC gets its 15 damage, but gets a significant draw value to make it inadequate in alphas, as well as a longer charge-up time than its IS counterparts to make it more awkward in brawls.
Also surprised that you didn't mention ACs in here. With how powerful they are because of their high DPS, they should have a high draw value to make them poor weapons to alpha, which is their biggest issue right now in the PTS. AC2s should stay where it is, since its high rate of fire doesn't allow them to make fire and shield-turn viable. AC/5s and AC/10s get a large draw increase, while the AC/20's poor range and velocity makes its current draw number acceptable if not still low enough, allowing dual AC/20 alphas without too much penalty. Clan ACs get higher velocity to make up for the burst fire, although get slightly higher draw than the IS ACs.
Edited by Gentleman Reaper, 22 August 2016 - 10:50 AM.