Currently it is very easy to bring your full weapons damage to the target with average skill. This leaves twisting and shielding less effective as the weapons performance is very high with the addition of the Skill Tree and reduction of agility by the Engine desync.
Therefore the goal is to make it harder to maintain high dps with high precision. This increases the player skill factor for delivering full damage to target component by focusing on harder aiming due to longer weapon durations.
At the same time, longer cooldowns of larger weapons provide more reason to mix the loadout with small and medium weapons or other weapon classes.
Weapon values
Energy:
- Pulse Lasers have reduced cooldown, but also reduce damge and heat, so you would need more face time for higher dps (dakka like ACs)
- ER and Heavy lasers have still longer burn durations
- all PPCs have unique splash per range
Energy weapon stats:
Changes for PPCs
PPC Splash distribution with graphs!
Spoiler
PPCs are great for mid-long range and have 0 dmg min range
LPPCs have constant ratio and 0 dmg min range (so they are less efficient on mid-long range)
ERPPCs have highest direct damage (100%) on long-extreme only and have high splash on shorter range
CERPPCs is using increasing direct damage, but has good averages
HPPCs have some splash at min range, but get high direct damage overall (more than combinations of other types)
SNPPCs start with high direct damage but drop off quickly and also have a shorter range and damage drop
If using constant ratios, my suggestion would be this:
Spoiler
That way you get more total damage from HPPC and still can combine quite nicely the LPPC with the other types and also not making multiple LPPCs stronger than the other types (considering 2x LPPC would be 6+2+2 and normal PPC would be 8+1+1).
Ballistics:
- all ACs use more bullets which increases difficulty to bring all damage on target
- Gauss requires longer charges which increases difficulty to use in brawl efficiently (might not be enough to prevent Gauss of beeing the only good PPFLD weapon) but also gets shorter cd and longer hold time to compensate the longer charge time.
Changes for ACs
AC Classes
Base IS is 0.1s per bullet
Base Clan is 0.15s per bullet
AC2 1+1 = 2dmg
AC5 1.66+1.66+1.66 = 5dmg
AC10 2+2+2+2+2 = 10dmg
AC20 4+4+4+4+4 = 20dmg
Changes for Gauss
Gauss 15dmg, 3.5s cd, 2.0s charge, 2.0s charge hold, 3heat (+2)
Light Gauss 10dmg(+2), 3.0s cd, 1.5s charge, 1.5s charge hold, 2heat (+1)
Heavy Gauss 25dmg, 4.0s cd, 2.5s charge, 2.5s charge hold, 4heat (+3)
Missiles:
- longer cooldown for all missiles
- Stream-fire every missile
- Missile velocity increased for LRM/MRM + can skill velocity and volley duration
- (optional for more skill dependency) Streak/LRM lock mechanic changed to aquire 5 target components (e.g. 2x LT, 1x CT, 1x RT, 1x RL) for each 5 missiles.
Missiles (IS)
Missiles (Clan)
Skill tree changes:
- S-1) Increase total number of nodes per attribute by 100% (double) (e.g. able to skill 20% cooldown if investing that much)
- S-2) Add Nodes for PPC auto-charge speed (25%)
- S-3) Add Nodes for Gauss charge speed (25%)
- S-2) Add Nodes for AC Burst duration (25%)
- S-2) Add Nodes for Missile volley stream duration (25%)