I think the Snubs feel pretty good (not OP). I am not sure light PPCs 5 damage for the heavy investment of 3 tons is really worth it. That said, it really is a fun weapon to use.
Micro-pulses are very good and I would hope you only consider the extreme boating of these with whatever you do. Because again, they are another super fun weapon to use. I equipped a Black Lanner with 2 SRM6s and 10 micro-pulses and it worked well. It was definitely not OP, but it was competitive. So even adding ghost heat for 10 would negatively impact this configuration when your really trying to deal with Pirannas 15-16 micro-pulses.
Clan streaks, I tested these out quite a bit and I really tried to make them work. They just underperformed and were very unfun to use.
I did think of a different approach to streaks, not sure if you guys considered this or not. This change would require an engineer though I tried to make it super simple and avoid any messing around with any of the hard stuff (lock-on, component targetting, spread, etc.)
The basic premise is that streaks will miss more based on how fast the enemy mech is moving. Since the game requires you to have a lock on the target, it "should" know the speed of said mech. To illustrate this proposal, let's assume any mech going between say 0 and 69 KPH receives full pre-patch damage. Basically, stationary or slow mechs get full damage.
So, starting at 70 KPH damage reduction would begin and would increase based on speed like so...
Equation :
Damage Reduction Percentage (or missile miss) = ((Enemy Mech Speed / 10) * 2) / 100
Example:
Speed / Reduction (or missile miss) / Damage Per Missle
0-69 kph / 0% / 2
70 kph / 14% / 1.72
80 kph / 16% / 1.68
90 kph / 18% / 1.64
100 kph / 20% / 1.6
110 kph / 22% / 1.56
120 kph / 24% / 1.52
130 kph / 26% / 1.48
140 kph / 28% / 1.44
150 kph / 30% / 1.4
160 kph / 32% / 1.36
170 kph / 34% / 1.32
180 kph / 36% / 1.28
Alternatively, to make it more realistic, the reduction could be used to determine the number of missiles hit. Not sure which way would be easier to code. The equation could be tuned, of course to change the reduction numbers.
As you can see, at around 110 KPH, the damage would be roughly equal to current patch numbers and in fact would lessen above that speed.
In any event, this achieves the original goal of avoiding the issue where lights get one-shot or severely crippled by streak boats. Assuming they use speed of course. If a light mech tried to abuse this by circle strafing, they are still being hit by enough damage that it might not be there best idea. Was just a thought...
Edited by Tomo Sukesada, 25 April 2021 - 09:00 PM.