I like most of the changes well enough, there is nothing that really strikes me as super stupid or anything.
Hgauss range increase is a very good change, it could even be a little more but 220 is alright.
cMedpulse max range decrease is good, it should be a good weapon out to about 3-400m not further.
Lgauss cooldown decrease is...interesting. I suspect it will still be bad but honestly I find the impact hard to gauge. It's very hard to find suitable builds for the Lgauss. Dual on BSW? On heavier mechs the step up to normal dual gauss is fairly small. Possibly combined with medpulse to match cooldowns? I just don't really see it yet. I think upping the firing limit to 3 or 4 would help more.
However there are a lot of the changes that seems like they will do very little, the heat node change seems barely noticable, the quirk swapping on the SHD doesn't really make the SHD a competitive mech, in most builds it won't change anything at all.
There are also a lot of things that are missing in terms of balance.
Under the current degree of tech imbalance a lot of IS mechs needs to be quirked properly to compete with clan mechs the same tonnage, the amount and strength of quirks are very inconsistent and in most cases not enough. Stalker is a prime example of a mech that doesn't hold a candle to the clan 85 tonners due to having almost 0 quirks (3FB has literally 0 quirks).
IS engines needs to be balanced to match the Clan XL. For example let the XL survive a ST loss with same penalty as clan XL, no penalties on the LFE and some kind of durability bonus attached to the standard.
Clan mediums should have a similar ghost heat cap in terms of damage as IS mediums, either by reducing clan side gh limit to 4 or increase the IS to 8. So aiming for around 30 or around 40 damage for both factions before GH kicks in. My preference would be to lower the max on clan side because it would reduce the laser alphas that could stand to go down towards topping out at around 50 - 60 when using combined large and med class lasers rather than the current 70-80.
IS Gauss really needs to motivate the extra 3 tons compared to the clan gauss, shorter cooldown and 3x range back for example. Or you could nerf the clan gauss to be "3 tons worse" whichever seems best.
Obviously handing out quirks and balancing the tech weigh against each other, the more balanced the tech the less quirks IS mechs needs on average and vice versa.
I'm actually ok with the "imbalanced tech and large quirks" method IF the quirks are big enough and consistent enough to reliably compensate fully for inferior tech across all IS chassis, which isnt't the case now. The quirk method also needs to be less prone to frequent nerfs and changes, it's a big problem for customer confidence if quirks can be taken away easier than clan chassis can be nerfed, it makes buying IS mechs a more unreliable purhase than buying clan mechs, that is not good. The important thing is that whochever tool is chosen for the job it actually gets done in full.
On the other hand I like the idea of small incremental balance changes, if they are frequent enough. This type of patch is much preferable to huge sweeping things like suddenly removing all range quirks above 10% and the like...
Edited by Sjorpha, 21 January 2018 - 10:40 AM.