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> IS Autocannons are tuned. The rationale of the changes is to make AC20 more useful. Coming with more ammo, more velocity, and +1 Ghost Heat limit means it's easier to use.
> The AC10 is good, but either it plays like a weaker long-range AC20 that you shoot and shield, or with good quirks it plays like an automatic cannon the likes of AC5. Further reduction of Cooldown allows it to be more relevant.
> AC5 is weird, it's useful but not useful. So basic Cooldown reduction is done.
> AC2, in the light of the incoming rework is also buffed. It also has increased velocity for relevance to long-range.
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The Ultra Autocannons has been reworked. Now it doesn't jam, and is balanced around the double-shot. The problem lies with the randomness, that it can be feast or famine depending on the RN-Gods, and should they smile at you, you basically have 2x the AC that leads to staggering double DPS per unit. The point of this is to flatten the crests and reduce the troughs of damage output and hiding, that it still does good damage but now must present oneself more frequently for retaliation.
With this rework, though DPS is lower than before,
the damage output is properly and rigidly calibrated, it offers a better and more consistent output on poke-builds, and is more rewarding with little opportunity cost. It doesn't have that frustration with the jamming, all the while having retained most of what makes it fun.
For consistency, the UACs are burst-fired now, with reduced upfront damage, this is because you literally can shoot it 2 to 3 times in a row. The UAC2 for example can now feel more like a machinegun.
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The LBXs has been reworked to frontload it's damage. I just don't see the point of LBXs, prior to the rework, it's basically just a more-spread autocannon. By frontloading damage, while retaining DPS, it becomes more useful mechanically. The LB20X also has reduced slots, this is to allow arm-mounts or with LFE torsi.
> The Rotary Cannons has been reworked extensively, no longer that they are chance-jamming but they jam immediately when fired at Redline. This offers predictable performance. There is also damage value and heat tweaking, the RAC5 previously was hot garbage now is colder and deals a bit more damage. The spread has been removed because it'll already spread because of the stream of the bullets, and the velocity is increased to match that of ACs, because it has no business having that low velocity for the amount of shots it fires. Yes it can be led with proper timing, but not while shooting a stream. The RAC5 offers slightly greater DPS and lower heat generation over the RAC2s, but the RAC2s excel in range. Heat Penalty is reduced by 25%, this is to make the use of exceeding RACs to be more comfortable.
> The Gauss Rifles are now a bit more sturdier due to more HP. Care has been done that the Gauss-PPC should make a comeback, but not the 2x Gauss + 2x PPC, because those were precisely the problem. Another change is that, they have increased heat, this is because the rest of the mix has become colder, and the tweaks shooting above GH Limit.
> The LGR in particular has it's damage more frontloaded as well. And the ranges has been increased to facilitate the GR's long-range role.
> The HGR is now restricted to 1 GH, this is to penalize the use of 2 HGRs, but this isn't really that hot. The output jumps from 6 to 8.4 heat, this is calibrated versus the AC20 that does 12 heat.
> Machine-Guns now have increased range and reduced spread, this is to make them more useful to heavier mechs as alternative to heavier mechs. The IS Machine Guns also have increased damage to make them competitive to Clan MG Boats. The Piranhas mind you needs Nega-Quirks though.
> The IS Lasers has been tuned. The ER Large Lasers have more damage for individual use, but the standard Large Laser has increased GH limit. The LPL also has increased damage.
> The Small Lasers and Micro Lasers have their damage more frontloaded.
> The IS PPCs has been cooled down because generally they are hot garbage. The SNPPC boasts the coldest PPC for brawling purposes, likewise the ERPPC has been put at a more tolerable level, it's useful at it's range now. The Standard PPCs are still pretty cold.These has their GH limit increased to be competitive to HPPCs.
> The LPPC has it's damage increased and CD Reduced, while heat penalty is also reduced. This is to make LPPCs more useful on their own, and would play better with Lights.
> The HPPC is the IS Gold Standard PPCs, it just have increased Velocity which is standard to the LPPC and PPCs, but it also has reduced Heat since it's the mechs quirked for it with heat that the HPPC excels the most.
> The Flamer has increased range and damage, this is to make it more useful on it's own. Now it has dropoff damage.
> The SRMs only get increased ammo/ton, and reduced spread. The Clan SRM6 is particularly atrocious, so it instead has equal spread with SRM4s, and is patterned to Pre-Buff IS spread, while IS SRMs themselves have reduced spread. This is to make the competitive.
> The Streak SRMs now no longer tracks bone, and instead uses the artemised SRM spread pattern, makes it more useful to heavier mechs and less useful to smaller mechs. It is also now streamfired to allow more reaction time for lights. And the IS SSRMs aside from same SRM damage of 2.15, they have their range increased to provide mechanical relevance.
> Rocket Launchers now have consistent ranges and no minimum range, and increased damage. But now it fires in burst. This allows rocket-launchers to have more longevity, and not need a minimum range because damage is no longer dealt instantaneously but over the course of 1s.
> The LRMs only get increased Velocity, this is to make them more useful long-range.
> The MRMs in particular have the lower MRM classes have their missiles consistently fire the same interval. The MRM10 in particular has reduced spread to make it competitive to SRM6s.
> The Clan AC is simply just atrocious. Yeah it could get more velocity, but it's just mechanically worse that the Ultras, why pick it? Approaching it like Clan ERPPC, now it's single-slug but deals spread damage, this provides utility over distances where the LBX would provide too much spread. It also comes reduced slots to be competitive over CUAC builds. For consistency, it has tweaked Ghost-Heat limit and penalties, this is because the single-slug nature of LBXs, such as the Dire-Wolf trying to boat 8x CAC5s.
> The Clan ERPPC in particular has its spread damage reduced, but also the heat. This reduces the DPS, but also the heat generation. that will help with mixing with other weapons. This makes landing shots a bit more rewarding due to less heat for pinpoint damage, but not too powerful for it's weight. The damage reduction also straight as direct nerf to 3x CERPPC builds.
> The Clan Lasers has been tuned as well. The Large lasers have a general damage buff, but the medium lasers have general damage nerf and reduced heat. This transfer the damage from the Medium Lasers to the Large Lasers, making them more useful alone with little detriment to Laser Vomit builds.
> The Clan Medium and Small Heavy Lasers also have reduced damage, but increased GH limit. The point of this is to reduce the general potency of Clan laser poke builds while at the same time making them ergonomic due to reduced heat. The Medium Pulses have increased damage, this is for relevance.
> The ATMs have a direct nerf in their close-range damage, and buff to their long range damage, this is because the use of ATM is too polarized to the high-risk high-reward sweet spot. Now it has more normalized damage, with no minimum range so that it's useful at all ranges, increased velocity to be useful at long range. It also has reduced heat/shot, which while somewhat proportional to the damage reduction of the close-range, damage, it is instead a net benefit to ATM's long range use.
> ATM heat and damage output is also given a nerf. The 3x ATM12 builds are directly nerfed by increasing heat penalty. For relevance, the ATM6 has it's CD and spread reduced, the ATM3 has it's heat, spread, and CD further reduced. The ATM3s has it's volley interval reduced for consistency, and instead given direct missile health boost.
> LAMS is heavily taxing to the heat dissipation. At 2.85 h/s, to a standard 10 DHS, that is 0.65 HPS above, that is basically a flamer at you when you're intercepting missile. At 1 HPS, the LAMs is at a comfortable level when not firing, you only need that much Heat dissipation when you're using 3.
> IS Case: -25% Crit Damage Reduction
There's little point in just taking CASE, it's not enough that it merely negates ammo-explosion because chances are, ammo is put on legs, and so a direct buff is in order; a 25% reduction in Crit Damage should increase longevity of something like an HGR equipped with it.
> STD Engine CT Structure Bonus: 30
There's just little point in taking STD engine in both faction. Clans have their superb XL Engine. The IS has more uses to it, but it's generally just overshadowed by LFE, and if it has any use it's mostly because of HGR, and the LB20X that shouldn't Have been doing it, the slots.
> Ammo/Ton Light Quirks
Just good to establish Ballistic Builds on Lights. Something like an AC10 should have good longevity to an Urbanmech, a simple +100% ammo/ton quirk would instantly make the AC10 on an urbie more useful because you can now allot more tonnage to something else.
> LRM IDF-Angle requires NARC/TAG
> Homing Missiles during NARC/TAG are Fire-and-Forget.
Should have been done from the get go. This makes NARC and TAG much more important, while LRMs less for leeching and passive play. The Fire-and-Forget function of NARC/TAG only applies while NARC and TAG is active, this is to allow Spotters to hold the lock for lurmers, all they need to do is acquire lock to launch