LRM (5/10/15/20): Missile damage is reduced from 2.0 to 1.8.
Reason: The damage is slightly too high for a fire support weapon.
Gauss Rifle: Recycle time is increased from 4 seconds to 6 seconds.
Reason: The rate of fire is slightly too quick for a sniper weapon.
Buffs
AMS: The player can toggle this system ON or OFF via the HUD (weapon group area).
Reason: Player should have complete control over this system to conserve ammo, etc.
Machine Gun: The damage per round is increased from 0.04 to 0.08, effectively doubling the DPS
to 0.8 (Small Laser DPS = 1.0). Ammunition per ton is doubled. Forget notion of anti-infantry weapon in MWO.
Reason: Weapon is underperforming and needs a significant boost (needs to be viable).
PPC (ER): This weapon will now cause electronic disruption effects, such as: flickering HUD,
losing target-lock, and disabling night, thermo, and magneto modes for short duration if the enemy
mech is hit by multiple, and simultaneous PPC blasts.
Reason: Underperforming and information warfare abilities will make this weapon unique.
Lore: "Targets hit by multiple, simultaneous PPCs can also suffer electrical side-effects, such as
overloaded computer systems or targeting sensors." http://www.sarna.net/wiki/PPC
Ultra AC/5: This weapon will now suffer a 10 second recycle penalty when jammed.
Reason: The current jamming mechanic is cumbersome and difficult to resolve.
Flamer: This weapon generates substantially more heat on enemy mech. However, to balance this, the Flamer will now have a new fuel bar and once depleted, a recycle time will be used to replenish that fuel supply. This recycle time will be relatively long to prevent abuse.
Reason: Weapon is underperforming and needs a significant boost (needs to be viable).
Edited by Maverick01, 02 November 2012 - 07:22 PM.