I've seen some reviews of the patch notes and it seems some of the playerbase is confused as to the decisions we made balance wise so I thought I'd make a post to help clear up some of the misconceptions.
First things first, by we I mean Cauldron. PGI doesn't do the balancing for MWO anymore. This is probably a bit confusing since I'm a dev and am a member of the Cauldron, but for this post the "we" means Cauldron
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Second things second, not all Cauldron members agree with the direction we've taken with HAGs. So if I say Cauldron did something, that means that the consensus Cauldron reached via vote. There are plenty of members who have disagreed and are always free to voice their opinions of dissent publicly and privately. Since Cauldron is democratic, not everyone has to be on board with everything.
So let's start with the elephant in the room, HAGs. Since their inception, HAGs have been a very powerful weapon. It's true that they had a spread stat at the start that was pretty severe, but in the September patch we nerfed the HAG volley delay. For those who don't know, this means that the time in between HAG shells was increased, slowing down the speed of your burst. This increased volley delay causes a pretty significant amount of spread when your target is moving or at range, so we felt that the spread stat was safe to remove. At long ranges, HAGs are not effective damage unless the target is standing still. HAGs are not effective sniping weapons, it is very difficult to pinpoint on a mech more than 700m away unless they are either 100 tons or standing still. The Cauldron members are some of the best players this game currently has to offer, and if they are struggling to do it consistently then it is a safe upper limit of the weapon. So I hope that explains the spread, the long time it takes to get your burst of shells out acts as a spread of its own and we didn't feel the need to give the weapon 2 spread stats.
With spread taken care of, HAGs were still a problem inside of ranges of 600m. Outside of 600m, they weren't that problematic as sniping weapons as long as you're moving. They operate like an AC2 at range, they can farm good damage but struggle to kill. Inside of 600m, they were drilling machines. The problem was that mechs could equip HAGs + too many other weapons to acheive absurb alpha strikes. Too many clan assaults were getting alpha strikes of over 100 damage and not shutting down from heat. The solution to that was just a major HAG heat nerf, which we did in the November patch. Many mechs struggle to carry serious amounts of lasers with their HAGs now, which should solve the problem of extreme alpha strikes. If it doesn't, we'll just heat nerf again.
All things considered, the removal of spread so low that it did nothing, a massive heat nerf, and a minor cooldown nerf makes this patch a major HAG net nerf. I've played them a lot this patch and they feel closer to appropriately balanced. But they're still too strong and we plan on nerfing them again. This December we are looking at a velocity nerf and maybe a CDHS nerf. But that's not set in stone, Cauldron may decide to do something else.
As far as other misc things, I've seen talk about the Stalker 4N losing the ability to fire 4 BLC. The mech carried a high alpha and Cauldron's aim over the next few months is to reduce the high-alpha creep and slow time to kill, this was one of those mechs that was just too strong. With 4 Binaries all up in the arms giving it the best poking profile in the game, the incredible tankiness of a Stalker, plus the incredible hitboxes of a Stalker, its just a beast. 3 BLC 3 ERML is still very strong on it, just not OP.
I hope this help clears up some of the decisions this patch. As with all patches, if we don't get things right here then we'll take more steps in the next patch. Cauldron IS aware that HAGs are OP. The mindset is to take conservative and measured steps, rather than dropping a nerf nuke from orbit.
As a side note, we are aware of the increased loading times and instability in the game. The loading times have been solved and repaired. For those of you who hate the Christmas mechlab, I'm sorry to say that it wasn't the cause of the loading time increase so that'll be staying.
We're still working on the instability and have a few potential fixes that we should be rolling out here soon, so stay tuned for an announcement on that.