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You can approach this two ways, nerf both damage and beam duration, although effecitvely nerfing just the damage while retaining the beam duration means you already nerfed the duration as well.
Please, just do this:
Also, reducing the armor and structure quirks of the IS in response to the damage reduction of Clan Lasers, effectively nullifies the changes you did to the Clan Lasers depending on how much it is handled, and brings up other weapons at play. Just implement the damage changes first, and then change the IS armor quirks accordingly.
The LRM problem:
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Now addressing it by nerfing the Artemis, and the lock on is a sad joke. The real problem is the mechanics, so change this accordingly. You can do a few things, but bottomline is to value it as a Direct-Fire weapon, but devalue it as an Indirect-Fire weapon.
I suggest to make LRMs direct-fire only. Narc and Tag would be needed for indirect-fire. This allows both LRMs to be buffed at the desired powerful level, yet be powerful for the indirect-fire role. The specialization of Narc and Tag working exemplary with LRM batteries would mean that spotter builds, would be adequately rewarded.
As for the balance spectrum that is "either it works for high-tier or low tier", here is my answer. Reduce the spammability of LRMs. Double both Cooldown and Damage, and adjust missile health, ammo, and velocity accordingly. This would be a sure-fire way to have it balanced both for the higher tier and lower tier, precisely because it maintains the mechanics for the lower tier and at the same time reduces the suppression ability of LRM batteries that causes Noob-PTSD, while it provides a good punch that the experienced players would value because their skill in landing LRMs is adequately rewarded. LRM boats with their low rate of fire means they are relegated to a more supportive role that LRM boats are supposed to be, that forces players to bring major direct-fire weapons, but not necessarily lose a lot of fire power in the process.
As for the problem of Radar Deprivation, i would argue that it's just another symptom of LRM's problem of needing line of sight. While that is not inherently bad, simply having so much loops to jump makes LRMs problematic to land. Make LRMs pseudo-fire-and-forget, by needing only allied locks but not sustained missile locks to land a target, just need missile locks to launch homing missiles. This still provides the line-of-sight factor for the weapon, but it wouldn't be that debilitating for the system.
Do those things, voila -- you have a capable, if not powerful LRM systems that still caters both to veterans and newbies.
The CoolShot problem:
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I say increase the cooling from 14 to around 24 to 30, but have it dissipate said heat over 10-12 seconds or more, modify the mechanics to be toggleable and only cool while the heat is above 0 so it's not wasteful. This provides Coolshot the necessary cooling factor worth our money and effort to be put, while not that instantaneous cooling that becomes a problem with high-heat builds.
The Mobility problems:
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Kodiak was not as OP as it was before, the nerfs it sustained that stands right now is just not justified anymore. The Dire-Wolf, the guy needs either mobility, or armor-quirks -- which is not really a choice for Clanners, so just make it mobile. Unlike battlemechs however, the Dire, and other omnis for that matter, are STUCK at their engine size, and the Direwolf at a pitiful speed.
Giving it EXE level mobility won't really be that OP but just effective, mainly because we will still see Dires getting left behind and getting killed precisely with that 48-52 KPH speed it is stuck with. Apply this to other assaults and heavies with slow move speed. Regardless of their mobility, when you're under 65 KPH and below, chances are the team will leave them to to die.
Lastly, the Timberwolf could use some more love. The engine desync hit it pretty hard, and it wasn't even that OP before, it was just a simple jack of all trades that could do a lot of things decent. Now it's just a jack-of-all-trades that does things okay, and is not really a choice over actual specialists.
The TTK problem:
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The GH loopholes allow stacking so much damage without that much heat penalty. This leads to people just maximizing their alpha per ton, by stacking not-linked weapons together such as ERML and Large-Lasers.
Certain people would say that it's good because weapons synergizes with one another, that weapons see the light because they are fillers that synergizes with other weapons. But how is that really meritable? Just a quota to be filled? They are just being stacked together for massive damage, to be played the same pokestyle, which is the Clan Laser problem we face.
Hows about scrap the GH system right now, and implement an Exponential Heat-Scale system that incentivises Chain-Firing like you wanted, but still makes alpha-ing possible and adequately rewarded. Every weapon is linked, people have to put more tonnage to maximize damage/heat by minimizing the amount of weapons being used thereby preventing the abuse of filler weapons.
Sure, it allows boating once more, but at least it's not extremely discouraged to the point of stupidity. It increases the TTK like you wanted, it even values bracket builds with mixed non-synergistic builds, like the actual MWO you wanted.
Edited by The6thMessenger, 07 August 2018 - 07:21 PM.