LRM - they're too powerful, they should be as feasible a strategy as SRM, but since they outrange SRM by a million miles, the damage on the LRM needs to be nerfed. this would force some boaters to actually put at least 1 laser in their rigs.
-10% dmg to LRM
LASERS - they're a bit on the weak side, add 1 or 2 pts of dmg to each laser weapon, just barely an improvement should be enough given how the damage is done instantaneously.
+1 dmg to LASERS
BALLISTIC - the most powerful weapons in the game, part of what makes the autocannon OP is that when you get shot with it you become engulfed in a cloud of smoke and a rattling to your mech that does NOT let you aim to shoot back, it's easier to see through the yellow screen bug than when fired upon with the autocannon. on top of that- the firing rate is ridiculous, way faster than anything else.
+10% heat nerf to BALLISTIC, remove black/firey clouds and so much rattling on impact, it's impossible to shoot back
PPC - in principle this should be an energy alternative to ballistics at the expense of some damage and also there's some added heat. but in practice they're too slow, hot and weak.
+5% faster cycle time buff
STREAK - just reduce 1 pt of damage from streaks.
-1 dmg to STREAKS
SRM - make them track a selected unit just a little bit, it should move 15% to 20% toward the enemy from where you originally shot. critical hits are too exaggerated for this weapon, reduce critical propensity in 10%.
+15% degree tracking to SRM, -10% propensity to critical hits
ECM - completely remove the cloaking for heavy and assault mechs. only light and medium can use shroud to hit and run.
Remove ECM cloak for heavy/assault mechs
mech changes:
AWS - make the awesome torso 10% tougher, make heat sinks cool 5% faster.
ATLAS - no ECM at all.
CATAPULT - remove slots from the A variant, so that it can carry only 4x srm6 and 2 streak/srm4 instead of 6xsrm6
DRAGON - add 2 to 5 kmph to their speed
other:
replace CRUMMY trial assault mech AWS/STALKER with ATLAS. so that noobs can get a better experience than to explode when going against a founder in an atlas with their 8v.
mechs that do 0 damage in a match get 0 XP and 0 Cbills. and that's that. for the loss or win bonuses you need to make at least 1 shot into an enemy mech.
this would give everyone a level playing field; the best way to test it out would be to get several random players with different skill levels and making sure they're just as comfortable in all/any of the mechs, with all/any of the loadouts, instead of making some mechs just useless hunks of junk.
right now you're giving players the choice of some weapons and tactics that are not effective. so why give them the choice in the first place? a complete rebalancing of this nature would ensure that the PLAYER is the one who picks his own strategy, based on his playstyle and not pushed by what is and what is not actually useful
Edited by Mazzyplz, 27 January 2013 - 11:09 PM.