Posted 12 September 2016 - 11:23 AM
HOLY HELL!! Those are some promising changes. I'll certainly be running some tests and giving feedback this go-round, once I can (probably tomorrow or very late tonight at earliest . . . lots going on in personal life this week). Initial thoughts, though:
- Again, bring the Flamer into Energy Draw and fix it. You're making some awesome changes that make sense . . . this should be another of those changes. Solid feedback has been left on this prospect regardless of whether ED recharge pauses while weapons are firing or if it's constant recharge even while weapons are firing. Just do it already! Test it, PLEASE!!! 1.0 DPS, 2.0 HDPS, 1.0 HPS, either 1.0 EDPS (if charging stops while firing) or 5.0 EDPS (if charging continues while firing). It's an excellent way to go for the weapon system and brings it in with everything else in one unified set of functionality.
- LRM changes are excellent and absolutely moving in the right direction. I'd prefer all of the missile-groupings to be closer to the LRM/10's old base. However, given some of the other tweaks being made, here, it still might be a very solid push to normalizing the power of LRM's. A LOT of testing will be required for this (and probably more balancing even after things go live). Regardless, absolutely movement in the right direction.
- Laser changes look like more movement in the right direction, but I don't think Pulse Lasers go far enough to make them more distinct. Cut the Duration, Recharge, and Damage of all the Pulse Lasers by another 50%, but only cut the heat by about 30%. Make them serious laser MG's, like they are from lore, that provide rapid pinpoint damage where you want it, but with very high heat. We're moving in the right direction, but not quite there, yet. Otherwise I think the other lasers are absolutely moving in the right direction. The big kicker is making sure that the C-ERML doesn't absolutely obsolete the IS LL like it does in TT rules.
- PPC Changes are interesting . . . especially for the IS ERPPC. The C-ERPPC change did seem over the top, and apparently the metrics said so, too. Now just up the velocity on these things so you don't need a chassis with +50% velocity quirks for them to be worth something.
- UAC Mechanics are a thankful shift in the right direction. Normalized Jam chance with dynamic jam times is the far better route. However, the jam times on the UAC 10 & 20 might be too much (10s loss of a serious brawling weapon is painful, if not fatal). It seems more like they should be a bit less, closer to 2x standard weapon cycle time . . . more like the UAC 2 & 5.
- Gauss . . . get rid of the charge mechanic, leave the ED higher with the modestly higher cooldown, remove the artificial equipping cap, and let ED do the rest. Charging merely invites macros to circumvent the mechanic. Keeping the energy draw high with lower heat thresholds will naturally enforce stagger-fire on large quantities of gauss rifles.
- Speaking of Heat Thresholds, the new Heat Sink mechanic looks wonderful right off the bat. SHS might be more useful for alpha-based builds, and DHS are better for DPS. Possibly consider pushing the heat cap of SHS higher . . . maybe make the cap 1.5 per heat sink with .12 cooling (numbers "balance out" between SHS and DHS, then) to enforce this difference and provide distinct usefulness to the two heat sink types.
I very much look forward to testing these changes. Again, get the Flamer changes in there, too, and we're in serious business. Glad to finally see PGI looking to do serious weapon balance.