The Civil War tech requires far more improvements to balance, as almost everything is horribly underpowered.
Here is the minimum of what yet needs to be done:
ER Micro Laser - it has worse damage/heat ratio than Clan ER Small Laser; reduce heat from 1.7 to 1.4
Micro Pulse Laser - worse DPS than Clan ER Small Laser and far too short ranged; increase damage from 3.0 to 3.3, increase optimal range from 90 to 120, increase maximum range from 180 to 240.
Heavy Small Laser -
barely more damage and worse damage/heat ratio than Clan ER Small Laser, along with half the range; increase damage from 6 to 7, reduce heat from 4.25 to 4.0, increase cooldown from 3.9 to 4.75, increase optimal range from 100 to 120, increase max range from 180 to 240.
Heavy Medium Laser - beam duration is too long and has more DPS than Clan ER Medium; reduce duration from 1.45 to 1.35, increase cooldown from 5.15 to 5.75.
Heavy Large Laser -
beam duration is too long and it is too hot; reduce beam duration from 1.55 to 1.45, reduce heat from 17 to 14, increase cooldown from 6.00 to 6.25.
ATM3/6/9/12 -
minimum range is a poor method to prevent them from being better than Streak SRMs at close range. Remove the minimum range and increase their spread at shorter ranges so they don't focus damage so good. Also give them a flat missile arc so they can't be used indirectly, as in TT.
MRM10/20/30/40 - too much spread to work in the role of a medium range weapon; reduce spread by at least 25%
MRM10 - DPS/ton needs to be higher for the smallest MRM launcher; decrease cooldown from 4.3 to 4.0.
MRM20 - has the worst DPS/ton ratio of all MRM launchers and shared best damage/heat ratio; reduce cooldown from 4.3 to 4.0, increase heat from 6 to 7.
MRM40 - needs to have slightly worse DPS/ton ratio than other MRM launchers; increase cooldown from 4.75 to 4.80.
Light Gauss - still has substantially worse DPS/ton ratio than regular Inner Sphere Gauss Rifle; reduce cooldown from 3.75 to 3.00.
Heavy Gauss - 180 meter optimal range forces it to compete with AC20s that it can never hope to compete with; increase optimal range from 180 meters to 600 meters, increase maximum range from 810 to 1200 meters, reduce damage from 25 to 20, reduce cooldown from 6.5 to 5.75.
Heavy PPC - far too hot; reduce heat from 14.5 to 12.0.
Snub-Nosed PPC - too hot again, reduce heat from 10 to 8.
Inner Sphere ER Medium Laser - has worse damage/heat ratio than Inner Sphere ER Large Laser; reduce heat from 4.5 to 4.2.
What the ghost heat limits should be for each weapon:
ER Micro Laser = 12
Micro Pulse Laser = 6
Heavy Small Laser = 6
Heavy Medium Laser = 6
Heavy Large Laser = 2
ATM 3 = 6
ATM 6 = 3
ATM 9 = 2
ATM 12 = 1
MRM10 = 5
MRM20 = 3
MRM30 = 2
MRM40 = 1
Light Gauss = 4
Heavy Gauss = 2
Light PPC = 4
Heavy PPC = 2
Snub-Nosed PPC = 2
RAC2 = 4
RAC5 = 2
Edited by Zergling, 06 July 2017 - 11:18 PM.