ER Micro Laser
Change damage to 3
Reduce heat to 1.5
[Reduce cooldown to 2
Micro Pulse Laser
Change damage to 3.5
Reduce cooldown to 1.33
Heavy Lasers
All Heavy Lasers should create a static/HUD scramble effect when fired (during laser burn duration).
Also all Heavy Lasers should have a color difference from other laser types.
Small Heavy
Reduce cooldown to 2.66
Reduce Duration 1.2
Medium Heavy
Reduce cooldown to 4 (maybe 3.75)
Reduce duration to 1.4
Large Heavy
Reduce cooldown to 5
Reduce duration to 1.5
ATMs
Eliminate Minimum range
Change them to how they are in Lore and have it function like a normal LRM/SRM system with Artemis instead of the weird semi-streak way it currently i
Inner Sphere
Gauss
All Gauss should have their charge time reduced by a hair
Light Gauss
Reduce tons to 11
Increase damage to 9 (maybe 10)
Make it so that you can charge and fire 3 at a time but only if it is 3 light gauss, otherwise it falls into the 2 gauss at a time rule
Reduce cooldown to 3.5
Heavy Gauss
Reduce cooldown to 5
RAC
The Spin up time of RACS should be decreased by 25%. Also the way that spin up currently works is time/duration consistent regardless of barrel spin. In a real mini gun, there is a spin down time after firing, you can kick it back into spinning up to fire during this spin down and it (because it is already spinning) takes less time to get up to speed to fire (again because it is already spinning). The RAC systems have a consistent spin up time/duration before firing even if you can actively hear them “spinning down”. It shouldn’t operate that way.
RAC2
If PGI is insistent on using a DPS approach for these….
Increase damage to 6/s
Ghost heat threshold should be 3 and not tied to RAC5
RAC5
Increase damage to 12.5/s
Ghost heat is fine at 2 but shouldn’t be tied to RAC2
Light PPC
Light PPC should have a ghost heat threshold of 4 and they should only be tied to Light PPCs
Snub-Nose PPC
Snub-Nose PPC should have a ghost heat threshold of 3 and should only be tied to other snub-nose PPCs.
Heavy PPC
Increase Damage to 15 (regardless of splash or no splash)
MRMs (in general)
Stream fire is totally fine…however…. The Stream that is fired needs to follow the reticle (I understand it is a glitch but it is hard to tell how good or bad they will be and what really needs to change on them as long as they are not firing in a logical and "in line with other missile weapons in the game" kind of way)
Ghost heat threshold should be increased by 1 for each size although them being tied together and using the lowest common denominator is a good balancing concept that should stay for MRMs
MRM40s should have their cool down reduce to the same 4.3 as the other sizes.
Missile spread needs to be reduced by a good bit, my suggestion is to reduce the spread of each size by a total of 1.0
Also, hopefully PGI does a second pass with some weapon tweaks from suggested changes while also fixing the number of identified glitches and functionality errors. Feedback is of better value when there aren't unintended glitches greatly impacting the performance of the new stuff.
Edit: fixed weird formatting issues caused by copy and paste from word
Edited by Wendigo Waltz, 29 June 2017 - 06:33 AM.