Alright... directly to the point.
Inner sphere weapons:
Gauss Rifles:
Spoiler
Light and Heavy Gauss rifles
Interesting additions. Could have been implemented better
Pros:
Comments:
When you think about heavy gauss, also think about a weapon that is 18 tons and by nature won't allow you to have weight saving benefits from LFE or XL engines. This way you will think rationally
Light and Heavy Gauss rifles
Interesting additions. Could have been implemented better
Pros:
- Heavy gauss has some serious punch up close. Ability to charge 2 at a time is a welcome move.
- Light, regular, and heavy gauss each has different charge-up times. This is particularly annoying considering the fact that many players use muscle memory to operate gauss charge
- Light gauss stats are very underwhelming. It has no advantage other than weight compared to a normal gauss rifle for a weapon that is only 3 tons lighter but loses half the damage
- Heavy gauss reticle and cockpit shake at the same time is excessive
- Damage drop off for heavy gauss could be implemented better with the new segmented format in the stats file
- Make all three gauss weapons to have same charge-up times
- Reduce cooldown of the light gauss to 3.5 - 4 seconds. It doesn’t make sense why it has the same cooldown as a normal gauss
- Light gauss charge up removal would also be welcome
- Significantly increase L gauss range. 1000 meter optimum is a good place to start (anything less than 1K can’t be justified against regular gauss), as depicted here:

- Either keep the cockpit shake OR reticle shake for the heavy gauss. If the goal is to reduce alpha potential with other back up weapons, then only the reticle shake is needed.
- Better implement heavy gauss damage drop off now with the newly coded segmented range/damage structure. Below is my suggestion:

Comments:
When you think about heavy gauss, also think about a weapon that is 18 tons and by nature won't allow you to have weight saving benefits from LFE or XL engines. This way you will think rationally
Rotary ACs:
Spoiler
Rotary AC2 and AC5
A weapon only for the coolness factor, situational at best
Pros:
Rotary AC2 and AC5
A weapon only for the coolness factor, situational at best
Pros:
- Can saturate a stationary target with high volume of fire. Good for blinding the enemy
- For use against anything, you have to face tank the enemy for more than a few seconds to do any meaningful damage, which considering the weapon tonnage is hardly justified
- Both RAC2 and RAC5 have unbelievably slow projectile speeds. Knowing that the shells fired by those weapons are so small (0.5 damage/shell for RAC2 and 1.2 damage/shell for RAC5), you would expect the velocity to be in excess of 2000 m/s
- RAC2 has a very short range considering its low damage output and weight.
- RAC2 and RAC5 heat penalty limit set at 2 is the nail in the coffin for them
- Increase RAC2 projectile velocity to 2200m/s and RAC5 to 1800m/s
- Increase RAC2 range to 600m
- Reduce spool up time for both RAC 2 and 5 by half
- Increase heat penalty limit for RAC 2 to 4 and for RAC5 to 3
LBX ACs:
Spoiler
LBX 2/5/20
Apart from LB10, I see little use for the rest of the IS LBX family because of their slot size.
Pros:
LBX 2/5/20
Apart from LB10, I see little use for the rest of the IS LBX family because of their slot size.
Pros:
- IS now has LBX
- LBx20 has no heat penalty (unlike AC20) for dual LB20 brawler setups.
- 4 slots for LBX2 is way too large to fit in large numbers.
- LBx5 does not have any advantage over normal AC5
- LBx20 cannot be equipped in the arms. Putting it in torsos means no light engine, which is a major drawback for a lot of mechs. Apart from that, AC20 with the same tonnage, pinpoint damage and smaller size is superior.
- Not much can be done to LBx 2/5/20. Reduced heat, less cooldown, and more crit chance are possible options.
Ultra ACs:
Spoiler
Ultra AC 2/10/20
Great additions to IS weapons
Pros:
Ultra AC 2/10/20
Great additions to IS weapons
Pros:
- UAC10 and UAC20 are going to liven up many ballistic IS mechs, especially when they are the same size as their normal counterparts.
- UAC2 and UAC5 can be used effectively with each other on a large number of ballistic boats
- No heat penalty on UAC20 is a very welcome move.
- Nothing
- Improve the effectiveness of jam nodes
Machine Guns:
Spoiler
LMG and HMG
Nice alternatives for MG
Pros:
LMG and HMG
Nice alternatives for MG
Pros:
- HMG can be deadly upclose
- LMG is hardly useful in any situation
- HMG range is a bit too short
- Increase ammo count for LMG to 4000
- Increase the range of LMG to 300m
- Increase the range of regular MG to 150m
- Increase the range of HMG to 100m
PPCs:
Spoiler
PPCs
Plenty of options and flavors for a somewhat monotonic weapon
Pros:
PPCs
Plenty of options and flavors for a somewhat monotonic weapon
Pros:
- 2 slot Snub-nose PPC and light PPCs can be equipped on CT hardpoints
- Heavy PPC upfront damage is too low to justify the extra weight/size and heat
- Heat penalty limit of 2 is way too low for light PPCs
- Increase the heat penalty of light PPCs to 4 at least
- Increase the upfront damage of heavy PPCs to 15 with no splash
ER lasers:
Spoiler
ER small and ER medium lasers
IS ER lasers are great
Pros:
ER small and ER medium lasers
IS ER lasers are great
Pros:
- If heat is not a problem, ER SL and ERMLs are your go to weapons to fill out those E hardpoints
- Same duration as their normal versions are welcome
- ER medium laser perfectly syncs with Large pulse laser both in term of cooldown and range
- Nothing really
- Don’t mess them up
MRMs:
Spoiler
MRMs
A niche missile weapons
Pros:
Spread and stream fire should be used to counter balance a weapon. If you put stream fire in, then making the spread large is going to kill the weapon. Only apply one trait… either spread OR stream fire.
MRMs
A niche missile weapons
Pros:
- Mechs with low number of missile hardpoints now have a heavy hitter missile option
- The stream do not follow the reticle. Missiles go to the point that you shot at which makes it possible to torso twist without wasting half the salvo into nowhere. A good mechanic. You won’t be using MRMs against lights… so better have it effective against big targets.
- Large spread makes using the weapon limited to mechs with spread reduction quirks.
- Stream fire makes it really hard to be effective at close range
- Slow velocity makes it hard to use in mid range
Spread and stream fire should be used to counter balance a weapon. If you put stream fire in, then making the spread large is going to kill the weapon. Only apply one trait… either spread OR stream fire.
- reduce spread or remove stream fire
Streak SRMs:
Spoiler
SSRM 4/6
Nice anti-light options for IS
Pros:
SSRM 4/6
Nice anti-light options for IS
Pros:
- RIP clan lights
- Good cooldowns
- Nothing really
- A range increase to 300m maybe
Rocket Launchers:
Spoiler
Rocket launcher:
Kamikaze mechs!!!
Pros:
Rocket launcher:
Kamikaze mechs!!!
Pros:
- Those empty missile hardpoints can now save you from a sticky situation
- Light and medium assassins are real!!!
- Well, they are one shot!
- Balancing a one shot weapon can be hard…. Still need more testing
Clans:
ATMs:
Spoiler
ATMs
Clan missiles are now getting interesting
Pros:
Despite popular belief, they are not CT drilling machines. They have the same tracking strength as C-LRMs. try them in a live match.
They are not a rival to clan srms. SRMs still have velocity, cooldown, tonnage, ammo, size, and spread advantage.
ATMs
Clan missiles are now getting interesting
Pros:
- A very versatile weapon system. Can be deadly in capable hands.
- Flight trajectory is more flat compared to C-LRMs… faster time to target.
- Minimum range nearly kills this weapon
- Very low ammo count
- Remove or significantly reduce minimum range. Even a linear damage ramp up from 0 to 90m would work for this weapon
- Increase missiles per ton of ammo to 100
Despite popular belief, they are not CT drilling machines. They have the same tracking strength as C-LRMs. try them in a live match.
They are not a rival to clan srms. SRMs still have velocity, cooldown, tonnage, ammo, size, and spread advantage.
Heavy lasers:
Spoiler
Heavy lasers
Meh!
Pros:
Consider the weapon range when you are doing balance. These are close range weapons. At close range, long duration means the weapon is useless. Heat and cooldown alone are playing the role of balancing this weapon.
Use it as a rule of thumb PGI, in order to balance something, do not mess with the core usability of a weapon, but factor in other features that affects damage output.
Lower durations for these weapons will not make ER lasers obsolete. Consider Range, heat and cooldown tradeoffs, and how close range fights gameplay are (i.e. no poke game)
Heavy lasers
Meh!
Pros:
- High damage for low tonnage
- Extremely long durations make this weapon almost useless
- Long cooldown considering the short range of the weapon
Consider the weapon range when you are doing balance. These are close range weapons. At close range, long duration means the weapon is useless. Heat and cooldown alone are playing the role of balancing this weapon.
Use it as a rule of thumb PGI, in order to balance something, do not mess with the core usability of a weapon, but factor in other features that affects damage output.
- Reduce durations across the board (HLL: 1.5s, HML: 1.25s, HSL: 1s)
Lower durations for these weapons will not make ER lasers obsolete. Consider Range, heat and cooldown tradeoffs, and how close range fights gameplay are (i.e. no poke game)
Micro lasers:
Spoiler
ER Micro and micro pulse lasers
pew pew!
Pros:
ER Micro and micro pulse lasers
pew pew!
Pros:
- A good close range filler weapon for that extra punch you need for the kill
- Micro pulse laser shows how bad small pulse laser is at the moment
- For the heat and cooldown of the ER micro laser, the damage is too small
- Micro pulse laser cooldown is too long considering its range
- Increase the damage of the C-SMALL PULSE laser to 5 (there is no questions or buts on this one… just do it.)
- Increase the damage of ER micro laser to 3
- Reduce the cooldown of micro pulse laser to 1.6 at least
- Increase the range of micro pulse laser to 100m
Machine guns:
Spoiler
LMG and HMG
Nice alternatives for MG
Pros:
LMG and HMG
Nice alternatives for MG
Pros:
- HMG can be deadly upclose
- LMG is hardly useful in any situation
- HMG range is a bit too short
- Increase ammo count for LMG to 4000
- Increase the range of LMG to 300m
- Increase the range of regular MG to 150m
- Increase the range of HMG to 100m
Edited by Navid A1, 30 June 2017 - 12:54 PM.
























