UACs;
2: There are some odd issues when trying to fire the UAC/2s at maximum speed. Given that the base cooldown, not double-tapping, is already less then a second it is quite troublesome to try to fire at that double speed. Maybe adding a button toggle to fire at either standard speed or double speed would be helpfull for bringing out its full potential.
10: There is almost no reason to take a UAC/10 over a AC/20 because of the shells being separated into bursts. Personally, I think the UAC/10 should fire single slugs. However I understand that may be a bit unbalanced at that point. A way to fix it though would be to add recoil to it, like the H-Gauss, when firing at full speed (double tap).
20: Similar to the UAC/10 above, however it would be best to make it a two slug instead of the current three. Same recoil suggestion applies. (Personally I think all the ballistic weapons, and PPCs, should have some form of recoil. Except maybe the L-Gauss.)
LB-Xs;
2: Very much liking the range. However, I think spread should be reduced down to 0.2-0.25 to make it more appealing.
5: Similar to the 2, liking it but the spread could be reduced slightly (0.55-0.6).
20: Really happy with it. Only problem is with the SFX, it could sound a bit beefier.
MGs;
L: Its a longer ranged machine gun... nothing really to say about that.
H; Same as above.
RACs;
2: This needs a massive buff. UAC/2s while double tapping have a much higher DPS, and this is supposed to be the DPS weapon. Possibly around 6 DPS would be a good starting point for the next PTS (if there will be more).
5: Similar as the above, not enough DPS to justify the heat, weight, and jam. If this was buffed to around 12 DPS, then it would be fine.
I did math elsewhere on the forums before and figured the RACs should have around 16-18 DPS (2-5 respective) when strictly converting from the TT rules of 6x ROF (compared to standard AC equivalents). However I will note that as a bit excessive and OP. But the current 4-9 DPS current is just pathetic.
Gauss;
L; Increase Optimal range to 990 (+50% from the standard gauss). Decrease cooldown slightly to 4-4.5.
H: Really nice. Possibly the only change I could think of is slightly increasing the Optimal range to 210 but leaving the maximum as is (or slightly dropping it).
PPCs;
L: GH needs to be increased to 3. Otherwise, its pretty fine.
H: Drop the heat to 12. Slow projectile to 1100.
SN: You missed the mark on this one. Optimal range should be increased to 480 while dropping the Maximum to 540. Its supposed to retain the properties of the PPC until it reaches its optimal range, then it falls off quickly to nothing. The damage at range chart should have a sharp drop off like missiles. Also, lower the heat down to 9.
ERLs;
S: Drop cooldown slightly to 2.25. Increase Optimal range to 225.
M: Increase Optimal range to 400.
Streaks;
Mostly fine for all of them. However, maybe the coding can be changed so they try to seek the torsos instead of randomly choosing a section. However, make their turning a bit more sluggish so more nimble mechs can spread them out or outright dodge some of the missiles. This could also apply to clan streaks.
MRMs;
Spread is a little high. Maybe dropping them to 5 - 5.5 - 6 - 6.5 respective for a start. Possibly dropping the cooldown for the MRM 10 and 20 slightly. Maybe even boost projectile speed a bit to 400.
RLs;
They are really nice. However one very annoying thing during the PTS was the oneshot and done troll light mechs that could bypass the team and put a full alpha of 4-6+ RL20s into the back of a slow moving mech with impunity. Maybe adding a ghost heat of 30 tubes or just outright limiting the fire to 2 RLs at once like the Gauss Rifles.
Stealth Armor;
When you fire weapons it should automatically disable. When you fire while enabled, it should have a slight heat penalty to weapon (minor increase like 10%).
LAMS;
A bit warm but doable. Should behave slightly different from standard AMS though, like longer range but slightly less damage. Or, have it slightly higher damage but slower tracking ability. Might want to increase tonnage to 1.5 tons to retain TT value and not invalidate AMS completely.
Edited by Athom83, 29 June 2017 - 12:02 PM.