1) Across the board, you all have failed to have ghost heat levels balanced.
2) PPCs
a) Snub Nose. Its range is bad (270), and its heat output is insulting compared to what we have in the game already. If you think about it the ERPPC is 1 more ton, 1 more crit slot, costs 3.5 more heat, does the same damage but then get roughly double the range. As someone who hates the ERPPC, it is just superior to the snub nose.
What should change:
- Drop the heat from 10 down to 9.5 (= to PPC)
- Increase the optimal range to 400, but have the max range only 600 (a net reduction of range for a more reasonable optimal range, Also closer to lore stats where this weapon had precipitous drop off).
- Decrease the pinpoint damage to 9 with two .5 splash damages (total of 10).
What should change:
- Fix the ghost heat. We should be able to fire 5 or six of these without ghost heat.
- Reduce the cooldown to 3.6 but keep the heat at five. It gets better dps but worse heat management compared to the PPC.
What should change:
- It takes up so much weight and space, it needs to be a 15 pinpoint damage weapon.
- Its heat should match the Clan ERPPC: 14.0 (which maybe should be 14.5).
- These two weapons should have identical heat. IS gets the more pinpoint for a lot more weight and space while Clan is smaller and shoots further.
What should change:
- Just pick a firing style and go with it.
- Speed up the missiles a bit.
I will focus on the RAC/5, but this applies to the RAC/2 as well. This weapon is garbage right now: the heat is scaled for a super high damage output, but its actual damage output is crap and requires insane face tanking. Other threads point out the dps advantage the The RAC/5 has over the UAC5 and AC5. However it has a ~1.5 second charge and then really barely out does UACS.
- You see an enemy at time X. You take .5 seconds to aim.
- With a UAC5 you double tap and do 10 damage in 1.5 seconds.The second round of double tap starts at X+2.16 sec, and rounds 5 and six happen at X+3.82
At X+4.25 the UAC/5 will have put out 30 damage - You begin charging the RAC as you aim (+.3 delay). Wait for 1.5 seconds. At ~1.8 seconds begin dealing damage. It takes 4.925 seconds for the RAC/5 to reach the 30 damage like the UAC5.
- That more than half a second more to catch up to the UAC, all while running hotter, weighing more, and taking up more space.
- With a UAC5 you double tap and do 10 damage in 1.5 seconds.The second round of double tap starts at X+2.16 sec, and rounds 5 and six happen at X+3.82
- Maybe let us hit a key to get the barrels spinning so there is not fire delay, but a jam means you need to get that barrel going again. This would help a ton.
- Increase the damage to 10.2 per second.
- Eliminate Ghost heat entirely from RAC weapons, but have the jam bar go faster on when more RACs are firing. So it does not spike heat but will jam weapons.
- Allow two RAC/5s or three RAC/2s to fire without penalty. This allows a 6 RAC/2 or a 4 RAC/5 mech the ability to rotate their fire between the 2 jam bars to keep the fire rate up, while still putting respectable firepower out.
What should change:
- Heavy gauss: needs a respectable optimal range. It is currently crap. At least 450m. This thing is a massive investment of space and weight plus ammo. It needs its range.
- Light Gauss: needs its cooldown reduced to 3.4. Allows it to be competitive with the regular Gauss which is nearly the same size and weight.
Edited by Cato Zilks, 28 June 2017 - 11:08 PM.