> Lights +ammo/ton quirks, preferably +150% (or 2.5x ammo/ton)
This is to make heavy-AC builds on like the Urbanmech more worth it. 1 ton of AC10 ammo should be serviceable the entire match. 2 ton of AC20 should be serviceable the entire match.
> RACs Jam Rebalance - 100% on redline with reduced dissipation time
Preferably 5s of firing, 3.9s of dissipation, with 100% chance to jam at redline for RAC5. This will make RACs controllable and predictable, instead of just relying on RNGesus. And it's not even that useful, that is risky to prolong your firing that way, and there is also the built-up jam between instances of shooting from cover so you are likely to rely wholly on the redline.
> UACs are jamless but higher cooldown versus standard ACs.
Something in the lines of the UAC20 doing ensured double-tap, but has like 6.5 - 8.0s of cooldown. The UACs are the basic staple of Dakka and they are both powerful and frustrating to use, but still powerful. By providing consistency and being balanced around the double-tap, it could be better reigned in.
Specifically, I think that the UAC20 should do 17 damage/shot but can be double-tapped to 34 damage, with 6.5s CD, the UAC10 does 8.5 damage/shot and 17 double-tap damage with 3.6s CD, UAC5 does 4.25 damage/shot and 8.5 double-tap damage with 2.55s CD, and the UAC2 doing 1.7 damage/shot and 3.4 double-tap damage with 1.25s CD.
> NARC-TAG only IDF
LRMs are rather held back by the ability to IDF. By making IDF the exclusive ability of NARC and TAG, this means LRMs could be buffed with less issue of breaking, while also having the ability to IDF more controllable and easier to reign in by merely adjusting how NARC and TAG works.
> New Weapon for IS - Binary LL doing 16 damage under 1.1s beam duration, 11 heat, 9 tons, 540m range.
IS needs their own heavy lasers, fortunately they have their existing lasers. Lore Blazer would only do 12 damage despite double the tons, so instead I opted to increase damage to 16. The standard or even extended-range LL would be more tonnage efficicent.
> LPPC to 2.5s cooldown, SNPPC to 8 heat, PPC to 8.5 heat, ERPPC to 10 heat, HPPC to 13 heat, and removal of minimum range. Clan ERPPC to 10 + 2 splash damage, 4.00s CD, and 11 heat.
The LPPCs will NEVER, EVER, compete with heaver PPCs even if you increase the damage, the heavier mechs will still use the heavier PPCS, the lights will always opt for the ERMLs soley because of tonnage allotment. They need their own thing to be relevant. If you decrease CD instead, you make it sync better with ACs for synergy, and more fun for the lights.
The Minimum-Range is also a joke, making it the thing of the ERPPC and SNPPC while still hot for it is hilarious, and the LPPC, PPC, and HPPC, doing zero damage under 90m is also just as hilarious. We could do away with the joke and let the PPCs do their damage without the burden of minimum range, and the SNPPC doesn't need to have it's "no-minimum range" it's thing and just make it the PPC for brawling that is the least hot of PPCs.
The C-ERPPC shouldn't do 15 damage (10 + 5 splash), seriously it's a 6-ton weapon. While I get that Clans only have the ONE, it still shouldn't. At 12 damage, it's still powerful, but we can also reduce the heat and cooldown. This will allow the C-ERPPC to function like EVERY IS-PPC, but not that broken.
> LGR damage to 10
LGR is just too damn anemic, and its only really useful when you can mass it. At 10 damage, it will be acceptable, and it is still not that ergonomic compared to the AC10 for it still has 0.5s charge-time + 2.5s of CD which translates to a lower DPS anyways.
> ATM to 1.6/2.0/2.4 damage and no minimum-range.
ATMs doing monstrous damage is NOT COOL, seriously the ATM Veagles are quite ridiculously powerful, at least the PPC Poptarts need more skill.
The minimum range is also BS, considering that ATMs were supposed to be usable at every range.
Edited by The6thMessenger, 07 October 2020 - 01:44 AM.