Posted 08 October 2015 - 07:59 PM

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Overall Ballistic chart





Class 20 AutoCannons

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isAC20

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isAC20 code

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<Loc iconTag="StoreIcons\AutoCannon20.dds" descTag="@AC20_desc" nameTag="@AC20"/> <WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="650" lifetime="10.0" duration="0.0" tons="14" maxRange="540" longRange="270" minRange="0" ammoPerShot="1" ammoType="AC20Ammo" cooldown="4.0" heat="6.0" impulse="0.13" minheatpenaltylevel="2" heatpenalty="24.0" heatdamage="0" damage="20" numFiring="1" projectileclass="bullet" type="Ballistic" slots="10" Health="18"/>



I'm generally alright with this gun, benefits and downsides. Things I would change? HP to 50, up from 18. It is 10 Crit slots big, meaning it is the second largest item in the game (isXL being 12). It WILL be hit with Crits. This allows it to survive more, which is important if brawlers are to close, but get hit with the Dual Gauss, which dealt 30 damage to 29 armour, but because it rolled 2 Crits, the AC20 is gone, but the structure only took 1 damage.



Reduce the 'heatpenalty' (...why not camelCase?) to 12. Should be less punishing. Why not entirely? Iteration and stuff.



Range extended from 270M to 300M, with proportional max.



Also bump the velocity to 800M/s, for no particular reason, other than ease of use. Hunch 4G is presently at 812.5M/s, and it feels rather nice.



Adjusted AC20 code:



<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="800" lifetime="10.0" duration="0.0" tons="14" maxRange="600" longRange="300" minRange="0" ammoPerShot="1" ammoType="AC20Ammo" cooldown="4.0" heat="6.0" impulse="0.13" minheatpenaltylevel="2" heatpenalty="12.0" heatdamage="0" damage="20" numFiring="1" projectileclass="bullet" type="Ballistic" slots="10" Health="50"/>

isAC20 codeI'm generally alright with this gun, benefits and downsides. Things I would change? HP to 50, up from 18. It is 10 Crit slots big, meaning it is the second largest item in the game (isXL being 12). It WILL be hit with Crits. This allows it to survive more, which is important if brawlers are to close, but get hit with the Dual Gauss, which dealt 30 damage to 29 armour, but because it rolled 2 Crits, the AC20 is gone, but the structure only took 1 damage.Reduce the 'heatpenalty' (...why not camelCase?) to 12. Should be less punishing. Why not entirely? Iteration and stuff.Range extended from 270M to 300M, with proportional max.Also bump the velocity to 800M/s, for no particular reason, other than ease of use. Hunch 4G is presently at 812.5M/s, and it feels rather nice.Adjusted AC20 code:



Clan AC20

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This is different to the cUAC20, so keep that in mind. I was always a fan of making the cACs shoot faster projectiles, due to the smaller shells. They instead got shorter durations and fewer shells, also very useful.

I propose the cACs also get the faster projectile speed, and the UAC current or just slightly buffed, due to double damage potential.

Current Code:

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="650" lifetime="10.0" duration="0.0" tons="12" maxRange="720" longRange="360" minRange="0" ammoPerShot="1" ammoType="ClanAC20Ammo" cooldown="4.7" heat="6.0" impulse="0.09" minheatpenaltylevel="2" heatpenalty="30.0" heatdamage="0" damage="5" numFiring="4" projectileclass="bullet" type="Ballistic" slots="9" Health="10" heatPenaltyID="9"/>





Smaller changes than the isAC20, but similar principles. Reduce the heat penalty, more HP,

faster.



Speed to 1Km/s (200M/s better than the isAC) but spread over four 5 damage shells. More useful at range, and it does have a 60M longer optimal.



Health to 40, due to being smaller and lighter, but no formula.



Heat penalty to 15 (again, half).



And Cooldown, bring that down to 3.8. WAIT, remember the burst adds 0.33s to the cooldown, so in reality this still has a 4.1s recycle. 5s is just ridiculous, longer than the Gauss!



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="1000" lifetime="10.0" duration="0.0" tons="12" maxRange="720" longRange="360" minRange="0" ammoPerShot="1" ammoType="ClanAC20Ammo" cooldown="3.8" heat="6.0" impulse="0.09" minheatpenaltylevel="2" heatpenalty="15.0" heatdamage="0" damage="5" numFiring="4" projectileclass="bullet" type="Ballistic" slots="9" Health="40" heatPenaltyID="9"/>

This is different to the cUAC20, so keep that in mind. I was always a fan of making the cACs shoot faster projectiles, due to the smaller shells. They instead got shorter durations and fewer shells, also very useful.I propose the cACs also get the faster projectile speed, and the UAC current or just slightly buffed, due to double damage potential.Current Code:Smaller changes than the isAC20, but similar principles. Reduce the heat penalty, more HP,faster.Speed to 1Km/s (200M/s better than the isAC) but spread over four 5 damage shells. More useful at range, and it does have a 60M longer optimal.Health to 40, due to being smaller and lighter, but no formula.Heat penalty to 15 (again, half).And Cooldown, bring that down to 3.8. WAIT, remember the burst adds 0.33s to the cooldown, so in reality this still has a 4.1s recycle. 5s is just ridiculous, longer than the Gauss!Revised code:



cLB20x

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current code:

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WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1100" lifetime="10.0" duration="0.0" tons="12" maxRange="720" longRange="360" minRange="0" ammoPerShot="1" ammoType="ClanLB20-XACAmmo" cooldown="4" heat="6.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="9" Health="10" spread="1.40" critChanceIncrease="0.14,0.08,0.03" critDamMult="2.0" numPerShot="20"/>



Velocity is already acceptable on LBx series, 1100M/s. Cooldown is already at the 5 DPS (dafuq with the cAC?) and it doesn't have Ghost Heat.



In fact, there isn't much I would change with it. Two options I want to test, both relatively different. First was changing the Crit Dam Mult, to make it a GOOD crit weapon (and naturally get 15% bonus damage for each crit). Second was to just straight up increase pellet damage. 1.4 would be a good place to start, then iterate up or down from there.

PGI wants them to be Crit weapons, so I'll start that route.



Health: to the same 40 as the cAC.



'critDamMult' from 2 up to 5. An impressive change, making them EXCELLENT Crit weapons, as it will now only require 2 Crits to destroy your typical item (or 10 in the case of the isAC20).

They just need to break through the armour first, but now each Crit also deals 0.75x+1, x being the number of Crits rolled. So, nearly double damage on Crits, or over double damage.



Revised LB20x:

WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1100" lifetime="10.0" duration="0.0" tons="12" maxRange="720" longRange="360" minRange="0" ammoPerShot="1" ammoType="ClanLB20-XACAmmo" cooldown="4" heat="6.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="9" Health="40" spread="1.40" critChanceIncrease="0.14,0.08,0.03" critDamMult="5.0" numPerShot="20"/>

current code:Velocity is already acceptable on LBx series, 1100M/s. Cooldown is already at the 5 DPS (dafuq with the cAC?) and it doesn't have Ghost Heat.In fact, there isn't much I would change with it. Two options I want to test, both relatively different. First was changing the Crit Dam Mult, to make it a GOOD crit weapon (and naturally get 15% bonus damage for each crit). Second was to just straight up increase pellet damage. 1.4 would be a good place to start, then iterate up or down from there.PGI wants them to be Crit weapons, so I'll start that route.Health: to the same 40 as the cAC.'critDamMult' from 2 up to 5. An impressive change, making them EXCELLENT Crit weapons, as it will now only require 2 Crits to destroy your typical item (or 10 in the case of the isAC20).They just need to break through the armour first, but now each Crit also deals 0.75x+1, x being the number of Crits rolled. So, nearly double damage on Crits, or over double damage.Revised LB20x:



UAC20

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="650" lifetime="10.0" duration="0.0" tons="12" maxRange="720" longRange="360" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC20Ammo" cooldown="4.0" heat="7.0" impulse="0.09" minheatpenaltylevel="2" heatpenalty="30.0" heatdamage="0" damage="5" numFiring="4" projectileclass="bullet" type="Ballistic" slots="8" Health="10" heatPenaltyID="9" JammedTime="5.0" JammingChance="0.17" ShotsDuringCooldown="1"/>





Honestly, I'm pretty alright with the gun currently. Maybe touch the Ghost Heat penalty to 20 and increase the health to 30, and a touch faster velocity to 700M/s. Otherwise, it packs a punch.



One additional change? Jam time to 4s, same as cooldown.



Revised Code

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="700" lifetime="10.0" duration="0.0" tons="12" maxRange="720" longRange="360" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC20Ammo" cooldown="4.0" heat="7.0" impulse="0.09" minheatpenaltylevel="2" heatpenalty="20.0" heatdamage="0" damage="5" numFiring="4" projectileclass="bullet" type="Ballistic" slots="8" Health="30" heatPenaltyID="9" JammedTime="4.0" JammingChance="0.17" ShotsDuringCooldown="1"/>

Honestly, I'm pretty alright with the gun currently. Maybe touch the Ghost Heat penalty to 20 and increase the health to 30, and a touch faster velocity to 700M/s. Otherwise, it packs a punch.One additional change? Jam time to 4s, same as cooldown.Revised Code

isAC20Clan AC20cLB20xUAC20



Class 10 Autocannons

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isAC10

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="950" lifetime="10.0" duration="0.0" tons="12" maxRange="900" longRange="450" minRange="0" ammoPerShot="1" ammoType="AC10Ammo" cooldown="2.5" heat="3.0" impulse="0.06" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Ballistic" slots="7" Health="10"/>





Being 7 slots, it could stand for a modest HP boost, and a small speed boost.

I'll say 25HP and 1200M/s

Slight RoF buff to 2.25s



Iterate from there, as I'm not sure that would have much impact, but at least effective at further ranges.



Revised code

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1200" lifetime="10.0" duration="0.0" tons="12" maxRange="900" longRange="450" minRange="0" ammoPerShot="1" ammoType="AC10Ammo" cooldown="2.25" heat="3.0" impulse="0.06" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Ballistic" slots="7" Health="25"/>

Being 7 slots, it could stand for a modest HP boost, and a small speed boost.I'll say 25HP and 1200M/sSlight RoF buff to 2.25sIterate from there, as I'm not sure that would have much impact, but at least effective at further ranges.Revised code



cAC10

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="950" lifetime="10.0" duration="0.0" tons="10" maxRange="1080" longRange="540" minRange="0" ammoPerShot="1" ammoType="ClanAC10Ammo" cooldown="2.9" heat="2.0" impulse="0.04" minheatpenaltylevel="3" heatpenalty="1.0" heatdamage="0" damage="3.3333" numFiring="3" projectileclass="bullet" type="Ballistic" slots="5" Health="10" heatPenaltyID="8"/>





Again with the random cAC nerfs.

Cooldown, 2.5

Speed 1300M/s

HP=20



Slightly faster travel speed, less weight, longer cooldown (+0.25+0.22) less heat.



Revised code

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="1300" lifetime="10.0" duration="0.0" tons="10" maxRange="1080" longRange="540" minRange="0" ammoPerShot="1" ammoType="ClanAC10Ammo" cooldown="2.5" heat="2.0" impulse="0.04" minheatpenaltylevel="3" heatpenalty="1.0" heatdamage="0" damage="3.3333" numFiring="3" projectileclass="bullet" type="Ballistic" slots="5" Health="20" heatPenaltyID="8"/>

Again with the random cAC nerfs.Cooldown, 2.5Speed 1300M/sHP=20Slightly faster travel speed, less weight, longer cooldown (+0.25+0.22) less heat.Revised code



isLB10x

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1100" lifetime="10.0" duration="0.0" tons="11" maxRange="1620" longRange="540" minRange="0" ammoPerShot="1" ammoType="LB10-XACAmmo" cooldown="2.5" heat="2.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="6" Health="10" spread="1.30" critChanceIncrease="0.14,0.08,0.03" critDamMult="2.0" numPerShot="10"/>



Same critDamMult change as the LB20x; blanket buff across the family.

HP=25

Cooldown=2.0



Iterate from there



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1100" lifetime="10.0" duration="0.0" tons="11" maxRange="1620" longRange="540" minRange="0" ammoPerShot="1" ammoType="LB10-XACAmmo" cooldown="2.0" heat="2.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="6" Health="25" spread="1.30" critChanceIncrease="0.14,0.08,0.03" critDamMult="5.0" numPerShot="10"/>

Same critDamMult change as the LB20x; blanket buff across the family.HP=25Cooldown=2.0Iterate from thereRevised code:



cLB10x

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1100" lifetime="10.0" duration="0.0" tons="10" maxRange="1080" longRange="540" minRange="0" ammoPerShot="1" ammoType="ClanLB10-XACAmmo" cooldown="2.5" heat="2.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="5" Health="10" spread="1.30" critChanceIncrease="0.14,0.08,0.03" critDamMult="2.0" numPerShot="10"/>



CritDamMult change, HP change to 20, but static cooldown.



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1100" lifetime="10.0" duration="0.0" tons="10" maxRange="1080" longRange="540" minRange="0" ammoPerShot="1" ammoType="ClanLB10-XACAmmo" cooldown="2.5" heat="2.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="5" Health="20" spread="1.30" critChanceIncrease="0.14,0.08,0.03" critDamMult="5.0" numPerShot="10"/>

CritDamMult change, HP change to 20, but static cooldown.Revised code:



cUAC10

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="950" lifetime="10.0" duration="0.0" tons="10" maxRange="1080" longRange="540" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC10Ammo" cooldown="2.5" heat="3.0" impulse="0.04" minheatpenaltylevel="3" heatpenalty="1.0" heatdamage="0" damage="3.3333" numFiring="3" projectileclass="bullet" type="Ballistic" slots="4" Health="10" heatPenaltyID="8" JammedTime="5.0" JammingChance="0.16" ShotsDuringCooldown="1"/>



The cUAC10 is largely regarded as an alright AC, especially for a Clan AC. Not sure I want to touch anything but the HP (to 20).

Maybe Jam Time down to 3.5s (and scale for the other UACs as well). Longer than the cooldown, but still a significant setback instead of double the cooldown.



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="950" lifetime="10.0" duration="0.0" tons="10" maxRange="1080" longRange="540" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC10Ammo" cooldown="2.5" heat="3.0" impulse="0.04" minheatpenaltylevel="3" heatpenalty="1.0" heatdamage="0" damage="3.3333" numFiring="3" projectileclass="bullet" type="Ballistic" slots="4" Health="20" heatPenaltyID="8" JammedTime="3.5" JammingChance="0.16" ShotsDuringCooldown="1"/>

The cUAC10 is largely regarded as an alright AC, especially for a Clan AC. Not sure I want to touch anything but the HP (to 20).Maybe Jam Time down to 3.5s (and scale for the other UACs as well). Longer than the cooldown, but still a significant setback instead of double the cooldown.Revised code:

isAC10cAC10isLB10xcLB10xcUAC10



Class 5 Autocannons

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isAC5

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1150" lifetime="10.0" duration="0.0" tons="8" maxRange="1240" longRange="620" minRange="0" ammoPerShot="1" ammoType="AC5Ammo" cooldown="1.66" heat="1.0" impulse="0.04" heatdamage="0" damage="5" numFiring="1" projectileclass="bullet" type="Ballistic" slots="4" Health="10"/>





Well, the AC5 is largely regarded as acceptable, but not great. HP boost to 15, cooldown 1.5 (damn your normalization), and a 100M/s speed boost.



Not much, but iteration is wise

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1250" lifetime="10.0" duration="0.0" tons="8" maxRange="1240" longRange="620" minRange="0" ammoPerShot="1" ammoType="AC5Ammo" cooldown="1.5" heat="1.0" impulse="0.04" heatdamage="0" damage="5" numFiring="1" projectileclass="bullet" type="Ballistic" slots="4" Health="15"/>

Well, the AC5 is largely regarded as acceptable, but not great. HP boost to 15, cooldown 1.5 (damn your normalization), and a 100M/s speed boost.Not much, but iteration is wise



cAC5

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="1150" lifetime="10.0" duration="0.0" tons="7" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="ClanAC5Ammo" cooldown="1.8" heat="1.0" impulse="0.033" minheatpenaltylevel="4" heatpenalty="0.8" heatdamage="0" damage="2.5" numFiring="2" projectileclass="bullet" type="Ballistic" slots="4" Health="10"/>





Sod these cAC cooldown nerfs. 1.5(+0.11)s cooldown.

HP at 15

Speed 1300M/s

Again, not much, a touch different to isAC5s but a buff nonetheless



Revised code

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="1300" lifetime="10.0" duration="0.0" tons="7" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="ClanAC5Ammo" cooldown="1.5" heat="1.0" impulse="0.033" minheatpenaltylevel="4" heatpenalty="0.8" heatdamage="0" damage="2.5" numFiring="2" projectileclass="bullet" type="Ballistic" slots="4" Health="15"/>

Sod these cAC cooldown nerfs. 1.5(+0.11)s cooldown.HP at 15Speed 1300M/sAgain, not much, a touch different to isAC5s but a buff nonethelessRevised code



isUAC5

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.5" speed="1150" lifetime="10.0" duration="0.0" tons="9" maxRange="1200" longRange="600" minRange="0" ammoPerShot="1" ammoType="UltraAC5Ammo" cooldown="1.66" heat="1.0" impulse="0.04" heatdamage="0" damage="5" numFiring="1" projectileclass="bullet" type="Ballistic" slots="5" Health="10" JammedTime="5.0" JammingChance="0.15" ShotsDuringCooldown="1"/>





I enjoy these on the HGN...strange, I know.

Cooldown 1.5

HP=18

Speed 1200M/s because I like that number

Jam time reduced to 3s. Double recycle, but still 40% less than current.



<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.5" speed="1200" lifetime="10.0" duration="0.0" tons="9" maxRange="1200" longRange="600" minRange="0" ammoPerShot="1" ammoType="UltraAC5Ammo" cooldown="1.5" heat="1.0" impulse="0.04" heatdamage="0" damage="5" numFiring="1" projectileclass="bullet" type="Ballistic" slots="5" Health="20" JammedTime="3.0" JammingChance="0.15" ShotsDuringCooldown="1"/>

I enjoy these on the HGN...strange, I know.Cooldown 1.5HP=18Speed 1200M/s because I like that numberJam time reduced to 3s. Double recycle, but still 40% less than current.



cUAC5

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="1150" lifetime="10.0" duration="0.0" tons="7" maxRange="1260" longRange="630" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC5Ammo" cooldown="1.66" heat="1.0" impulse="0.033" minheatpenaltylevel="4" heatpenalty="0.8" heatdamage="0" damage="2.5" numFiring="2" projectileclass="bullet" type="Ballistic" slots="3" Health="10" JammedTime="5.0" JammingChance="0.15" ShotsDuringCooldown="1"/>





This, along with the UAC10, are the most widely used cACs.

I'm tempted just to change the Jammed Time to 3s and iterate from there.



<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="1150" lifetime="10.0" duration="0.0" tons="7" maxRange="1260" longRange="630" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC5Ammo" cooldown="1.66" heat="1.0" impulse="0.033" minheatpenaltylevel="4" heatpenalty="0.8" heatdamage="0" damage="2.5" numFiring="2" projectileclass="bullet" type="Ballistic" slots="3" Health="10" JammedTime="3.0" JammingChance="0.15" ShotsDuringCooldown="1"/>

This, along with the UAC10, are the most widely used cACs.I'm tempted just to change the Jammed Time to 3s and iterate from there.



cLB5x

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1330" lifetime="10.0" duration="0.0" tons="7" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="ClanLB5-XACAmmo" cooldown="1.66" heat="1.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="4" Health="10" spread="0.85" critChanceIncrease="0.14,0.08,0.03" critDamMult="2.0" numPerShot="5"/>





CritDamMult to 5

Cooldown to 1.5

HP to 15

Iterate?



Revised Code

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1330" lifetime="10.0" duration="0.0" tons="7" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="ClanLB5-XACAmmo" cooldown="1.5" heat="1.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="4" Health="15" spread="0.85" critChanceIncrease="0.14,0.08,0.03" critDamMult="5.0" numPerShot="5"/>

CritDamMult to 5Cooldown to 1.5HP to 15Iterate?Revised Code

isAC5cAC5isUAC5cUAC5cLB5x



Class 2 Autocannons

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isAC2

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="2000" lifetime="10.0" duration="0.0" tons="6" maxRange="1440" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.72" heat="1.0" impulse="0.0375" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="1" Health="10"/>



Ah, the AC2. How much pain you've been through.

I'll be brief with the suggested starting point:

Cooldown=0.6

MaxRange=2160

heat=0.5



Simple, easy changes, no new code; make it the longest range plinker in the game, make it heat efficient, make it DPS oriented; but make it bad in upfront damage.

Ideally, not Legacy Tech

Same DPS as the AC5, but more H/s (just not as an obscene discrepancy) for more range and less tonnage



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="2000" lifetime="10.0" duration="0.0" tons="6" maxRange="2160" longRange="720" minRange="0" ammoPerShot="1" ammoType="AC2Ammo" cooldown="0.6" heat="0.5" impulse="0.0375" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="1" Health="10"/>

Ah, the AC2. How much pain you've been through.I'll be brief with the suggested starting point:Cooldown=0.6MaxRange=2160heat=0.5Simple, easy changes, no new code; make it the longest range plinker in the game, make it heat efficient, make it DPS oriented; but make it bad in upfront damage.Ideally, not Legacy TechSame DPS as the AC5, but more H/s (just not as an obscene discrepancy) for more range and less tonnageRevised code:



cAC2

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="2000" lifetime="10.0" duration="0.0" tons="5" maxRange="1800" longRange="900" minRange="0" ammoPerShot="1" ammoType="ClanAC2Ammo" cooldown="0.72" heat="1.0" impulse="0.03" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="3" Health="10"/>



A cAC no plagued by longer cooldown? Incredible



Cooldown to 0.6, heat to 0.8



Not as good as the isAC2, but buffs nonetheless

Iterate as required



<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="2000" lifetime="10.0" duration="0.0" tons="5" maxRange="1800" longRange="900" minRange="0" ammoPerShot="1" ammoType="ClanAC2Ammo" cooldown="0.6" heat="0.8" impulse="0.03" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="3" Health="10"/>

A cAC no plagued by longer cooldown? IncredibleCooldown to 0.6, heat to 0.8Not as good as the isAC2, but buffs nonethelessIterate as required



cUAC2

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="2000" lifetime="10.0" duration="0.0" tons="5" maxRange="1620" longRange="810" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC2Ammo" cooldown="0.72" heat="1.0" impulse="0.03" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="2" Health="10" JammedTime="5.0" JammingChance="0.14" ShotsDuringCooldown="1"/>



Jam chance, put that down. 2s, shortest of all UAC, because 2 Series Autocannon



Retain 0.72 cooldown, but heat down to 0.8



Iterate from there (as it is a fair bit better than the isAC2)



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0.11" speed="2000" lifetime="10.0" duration="0.0" tons="5" maxRange="1620" longRange="810" minRange="0" ammoPerShot="1" ammoType="ClanUltraAC2Ammo" cooldown="0.72" heat="0.8" impulse="0.03" heatdamage="0" damage="2" numFiring="1" projectileclass="bullet" type="Ballistic" slots="2" Health="10" JammedTime="2.0" JammingChance="0.14" ShotsDuringCooldown="1"/>

Jam chance, put that down. 2s, shortest of all UAC, because 2 Series AutocannonRetain 0.72 cooldown, but heat down to 0.8Iterate from there (as it is a fair bit better than the isAC2)Revised code:



cLB2x

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<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="1330" lifetime="10.0" duration="0.0" tons="5" maxRange="1800" longRange="900" minRange="0" ammoPerShot="1" ammoType="ClanLB2-XACAmmo" cooldown="0.72" heat="1.0" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="3" Health="10" spread="0.45" critChanceIncrease="0.14,0.08,0.03" critDamMult="2.0" numPerShot="2"/>





Now, let me fix something that's afflicted the LB2x for over a year now:

'speed="2000"'

WOW, look at all that hard work. Someone forgot to Copy Pasta the right data entry when entering the LB2x, and used the LB5x velocity instead.



Otherwise, CritDamMult to 5.0

Cooldown to 0.6

Heat to 0.8



Revised code:

<WeaponStats maxDepth="10.0" gravity="0,0,-9.8" volleydelay="0" speed="2000" lifetime="10.0" duration="0.0" tons="5" maxRange="1800" longRange="900" minRange="0" ammoPerShot="1" ammoType="ClanLB2-XACAmmo" cooldown="0.6" heat="0.8" impulse="0.04" heatdamage="0" damage="1" numFiring="1" projectileclass="bullet" type="Ballistic" slots="3" Health="10" spread="0.45" critChanceIncrease="0.14,0.08,0.03" critDamMult="5.0" numPerShot="2"/>

Now, let me fix something that's afflicted the LB2x for over a year now:'speed="2000"'WOW, look at all that hard work. Someone forgot to Copy Pasta the right data entry when entering the LB2x, and used the LB5x velocity instead.Otherwise, CritDamMult to 5.0Cooldown to 0.6Heat to 0.8Revised code:

isAC2cAC2cUAC2cLB2x



Machine Guns

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Obligatory History of MGs, from StJobe:





isMG

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="100" lifetime="1.0" duration="-1.0" tons="0.5" maxRange="240.0" longRange="120.0" minRange="0" ammoPerShot="1" ammoType="MachineGunAmmo" cooldown="0.0" heat="0.0" impulse="0.001" heatdamage="0" damage="0.08" numFiring="1" projectileclass="" type="Ballistic" slots="1" Health="10" spread="1.5" maxheight="0" critChanceIncrease="0.06,0.03,0.01" critDamMult="9.0" rof="10.0"/>



Not much to say here. Return to 1 DPS, reduce CoF to 10CM.



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="100" lifetime="1.0" duration="-1.0" tons="0.5" maxRange="240.0" longRange="120.0" minRange="0" ammoPerShot="1" ammoType="MachineGunAmmo" cooldown="0.0" heat="0.0" impulse="0.001" heatdamage="0" damage="0.1" numFiring="1" projectileclass="" type="Ballistic" slots="1" Health="10" spread="0.05" maxheight="0" critChanceIncrease="0.06,0.03,0.01" critDamMult="9.0" rof="10.0"/>

Not much to say here. Return to 1 DPS, reduce CoF to 10CM.Revised code:



cMG

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="100" lifetime="1.0" duration="-1.0" tons="0.25" maxRange="240.0" longRange="120.0" minRange="0" ammoPerShot="1" ammoType="ClanMachineGunAmmo" cooldown="0.0" heat="0.0" impulse="0.001" heatdamage="0" damage="0.08" numFiring="1" projectileclass="" type="Ballistic" slots="1" Health="10" spread="1.5" maxheight="0" critChanceIncrease="0.06,0.03,0.01" critDamMult="9.0" rof="10.0"/>





I'd suggest a similar change to the isMG, but since it does weigh half as much, reduce it to a 0.5M CoF instead of 0.1M.



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="100" lifetime="1.0" duration="-1.0" tons="0.25" maxRange="240.0" longRange="120.0" minRange="0" ammoPerShot="1" ammoType="ClanMachineGunAmmo" cooldown="0.0" heat="0.0" impulse="0.001" heatdamage="0" damage="0.1" numFiring="1" projectileclass="" type="Ballistic" slots="1" Health="10" spread="0.25" maxheight="0" critChanceIncrease="0.06,0.03,0.01" critDamMult="9.0" rof="10.0"/>

I'd suggest a similar change to the isMG, but since it does weigh half as much, reduce it to a 0.5M CoF instead of 0.1M.Revised code:

Obligatory History of MGs, from StJobe:isMGcMG



Gauss Rifles

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isGauss

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="2000" lifetime="10" duration="0.0" tons="15" maxRange="1980" longRange="660" minRange="0" ammoPerShot="1" ammoType="GaussAmmo" cooldown="4" heat="1.0" impulse="0.05" heatdamage="0" damage="15" numFiring="1" projectileclass="bullet" type="Ballistic" slots="7" Health="5" InternalExplosionDmg="20" ExplodeChance="0.9" groupedlocally="1"/>





Gauss, very good weapon, but the cGauss is the same stats for 3 fewer tons.

Changes?

HP+(10)

ExplodeDamage-(10)

ExplodeChange-(0.5)

otherwise, same cooldown, range, damage, etc...



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="2000" lifetime="10" duration="0.0" tons="15" maxRange="1980" longRange="660" minRange="0" ammoPerShot="1" ammoType="GaussAmmo" cooldown="4" heat="1.0" impulse="0.05" heatdamage="0" damage="15" numFiring="1" projectileclass="bullet" type="Ballistic" slots="7" Health="10" InternalExplosionDmg="10" ExplodeChance="0.5" groupedlocally="1"/>

Gauss, very good weapon, but the cGauss is the same stats for 3 fewer tons.Changes?HP+(10)ExplodeDamage-(10)ExplodeChange-(0.5)otherwise, same cooldown, range, damage, etc...Revised Code:



cGauss

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="2000" lifetime="10" duration="0.0" tons="12" maxRange="1980" longRange="660" minRange="0" ammoPerShot="1" ammoType="ClanGaussAmmo" cooldown="4" heat="1.0" impulse="0.05" heatdamage="0" damage="15" numFiring="1" projectileclass="bullet" type="Ballistic" slots="6" Health="5" InternalExplosionDmg="20" ExplodeChance="0.9" groupedlocally="1"/>





Now, just a slight nerf or two, to compensate for the weight on top of the isGauss buffs.



Cooldown=4.5s(+0.75)

Slight, but something



Now, something entirely different: Add a new line of code, from the LBx 'critDamMult', but in a under-1 value. Means the cGauss will be worse at critting items (as it's presently one of the best Crit weapons in the game). Set it to half, so 7.5 Crit damage per crit (under the magic 10 number)



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="2000" lifetime="10" duration="0.0" tons="12" maxRange="1980" longRange="660" minRange="0" ammoPerShot="1" ammoType="ClanGaussAmmo" cooldown="4" heat="1.0" impulse="0.05" heatdamage="0" damage="15" numFiring="1" projectileclass="bullet" type="Ballistic" slots="6" Health="5" InternalExplosionDmg="20" ExplodeChance="0.9" groupedlocally="1" critDamMult="0.5" />

Now, just a slight nerf or two, to compensate for the weight on top of the isGauss buffs.Cooldown=4.5s(+0.75)Slight, but somethingNow, something entirely different: Add a new line of code, from the LBx 'critDamMult', but in a under-1 value. Means the cGauss will be worse at critting items (as it's presently one of the best Crit weapons in the game). Set it to half, so 7.5 Crit damage per crit (under the magic 10 number)Revised Code:

isGausscGauss



Overall Ballistic chartClass 20 AutoCannonsClass 10 AutocannonsClass 5 AutocannonsClass 2 AutocannonsMachine GunsGauss Rifles

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PPCs

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Now, I'll be a little out there with PPCs, because I want them to be viable weapons, but not the monstrosities they once were. Effective, but not overwhelming.



isPPC

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="1100" lifetime="10" duration="0" tons="7" maxRange="1080" longRange="540" minRange="90" ammoPerShot="0" ammoType="" cooldown="4" heat="10.0" impulse="0.03" minheatpenaltylevel="3" heatpenalty="7.0" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Energy" slots="3" Health="10" nullRange="90" heatPenaltyID="1" EMP="4.0"/>





I'd like to keep heat at 10, but make it worth 10 heat.

Velocity up, start at 1400M/s

Cooldown up to 4.75s because it's a mid range weapon

Nothing fancy, no charge, just a cooldown increase and velocity increase



If possible, implement the exponential range. The cLRM code has this thing:

falloffexponent="2"

but I'm not sure what else is needed

Anyway, revised code, to be iterated upon if needed:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="1400" lifetime="10" duration="0" tons="7" maxRange="1080" longRange="540" minRange="90" ammoPerShot="0" ammoType="" cooldown="4.75" heat="10.0" impulse="0.03" minheatpenaltylevel="3" heatpenalty="7.0" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Energy" slots="3" Health="10" nullRange="90" heatPenaltyID="1" EMP="4.0"/>



isERPPC

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="1200" lifetime="10" duration="0" tons="7" maxRange="1620" longRange="810" minRange="0" ammoPerShot="0" ammoType="" cooldown="4" heat="15.0" impulse="0.03" minheatpenaltylevel="3" heatpenalty="7.0" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Energy" slots="3" Health="10" heatPenaltyID="1" EMP="4.0"/>





Now...how to make this worth 15 heat? One option is simply to remove some heat. That can be iterated if needed, but I think start it at 15.



What makes it worth 15 heat? How about 1800M/s velocity?



I'd also adjust the cooldown to 5.5s, to prevent it from being spammed too much (not that it can do that at 15 heat).



Not against dropping heat to 14, but iteration and stuff.



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="1800" lifetime="10" duration="0" tons="7" maxRange="1620" longRange="810" minRange="0" ammoPerShot="0" ammoType="" cooldown="5.5" heat="15.0" impulse="0.03" minheatpenaltylevel="3" heatpenalty="7.0" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Energy" slots="3" Health="10" heatPenaltyID="1" EMP="4.0"/>



cERPPC

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<WeaponStats maxDepth="10.0" volleydelay="0" speed="1200" lifetime="10" duration="0" tons="6" maxRange="1620" longRange="810" minRange="0" ammoPerShot="0" ammoType="" cooldown="4" heat="15.0" impulse="0.03" minheatpenaltylevel="3" heatpenalty="7.0" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Energy" slots="2" Health="10" heatPenaltyID="1" EMP="4.0" splashPercent="0.25"/>





As you can see in the code, Splash damage is just X*y, or Damage times splashPercent. Nothing too fancy, but if you want a specific number you need to do Math (like 12+1.5+1.5).



I don't want to do Math, so I'll get to it:

Velocity boost:1500 M/s

Cooldown+ (6s to start, iterate down if needed)



The idea is to make it good at long range, but less great as things close. 1500M/s was the Poptart Era PPC, very useful, easy enough to hit things. The 50% cooldown increase should stop it from wrecking face up close, but still be a viable weapon in and of itself.



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0" speed="1500" lifetime="10" duration="0" tons="6" maxRange="1620" longRange="810" minRange="0" ammoPerShot="0" ammoType="" cooldown="6" heat="15.0" impulse="0.03" minheatpenaltylevel="3" heatpenalty="7.0" heatdamage="0" damage="10" numFiring="1" projectileclass="bullet" type="Energy" slots="2" Health="10" heatPenaltyID="1" EMP="4.0" splashPercent="0.25"/>



Now, I'll be a little out there with PPCs, because I want them to be viable weapons, but not the monstrosities they once were. Effective, but not overwhelming.isPPCI'd like to keep heat at 10, but make it worth 10 heat.Velocity up, start at 1400M/sCooldown up to 4.75s because it's a mid range weaponNothing fancy, no charge, just a cooldown increase and velocity increaseIf possible, implement the exponential range. The cLRM code has this thing:but I'm not sure what else is neededAnyway, revised code, to be iterated upon if needed:isERPPCNow...how to make this worth 15 heat? One option is simply to remove some heat. That can be iterated if needed, but I think start it at 15.What makes it worth 15 heat? How about 1800M/s velocity?I'd also adjust the cooldown to 5.5s, to prevent it from being spammed too much (not that it can do that at 15 heat).Not against dropping heat to 14, but iteration and stuff.Revised code:cERPPCAs you can see in the code, Splash damage is just X*y, or Damage times splashPercent. Nothing too fancy, but if you want a specific number you need to do Math (like 12+1.5+1.5).I don't want to do Math, so I'll get to it:Velocity boost:1500 M/sCooldown+ (6s to start, iterate down if needed)The idea is to make it good at long range, but less great as things close. 1500M/s was the Poptart Era PPC, very useful, easy enough to hit things. The 50% cooldown increase should stop it from wrecking face up close, but still be a viable weapon in and of itself.Revised code:



Lasers

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Large Lasers

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isLarge Laser

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.0" tons="5" maxRange="900" longRange="450" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="7.0" impulse="0.0" minheatpenaltylevel="4" heatpenalty="4.0" heatdamage="0" damage="9" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>





The isLL isn't a bad weapon, but without quirks it is rather lacklustre.



Increase range to 500M

Decrease cooldown to 3s



Iterate from there



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.0" tons="5" maxRange="1000" longRange="500" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="7.0" impulse="0.0" minheatpenaltylevel="4" heatpenalty="4.0" heatdamage="0" damage="9" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>



isERLL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.25" tons="5" maxRange="1350" longRange="675" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="8.0" impulse="0.0" minheatpenaltylevel="4" heatpenalty="4.0" heatdamage="0" damage="9" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>





range=750M

Heat=9

Duration=1.1



Hotter, but longer range and better Dam/tick

Iterate back down to 8 heat if needed (but not to obsolete the isLL)

Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.1" tons="5" maxRange="1500" longRange="750" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="9.0" impulse="0.0" minheatpenaltylevel="4" heatpenalty="4.0" heatdamage="0" damage="9" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>



cERLL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.5" tons="4" maxRange="1480" longRange="740" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="10" impulse="0.0" minheatpenaltylevel="3" heatpenalty="4.0" heatdamage="0" damage="11.0" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="2000" heatPenaltyID="3"/>





Damage=10

heat=10

range=750

duration=1.25



This gives it just under the Dam/tick as the isERLL, but it weights less.



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.25" tons="4" maxRange="1500" longRange="750" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="10" impulse="0.0" minheatpenaltylevel="3" heatpenalty="4.0" heatdamage="0" damage="10.0" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="2000" heatPenaltyID="3"/>



isLPL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.67" tons="7" maxRange="730" longRange="365" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="7.0" impulse="0.0" minheatpenaltylevel="4" heatpenalty="4.0" heatdamage="0" damage="11.0" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>





The isLPL is a good weapon. I'd extend the range to 400M (remember, few quirks, no 10% range on every other mech).



Not sure I'd touch anything else, but iterate if necessary.



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.67" tons="7" maxRange="800" longRange="400" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="7.0" impulse="0.0" minheatpenaltylevel="4" heatpenalty="4.0" heatdamage="0" damage="11.0" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>



cLPL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.12" tons="6" maxRange="1200" longRange="600" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="10.0" impulse="0.0" minheatpenaltylevel="3" heatpenalty="4.0" heatdamage="0" damage="13.0" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>





The cLPL...the best weapon in the Clan arsenal. Second best Dam/tick in the game (isLPL beating it significantly) but also with long reach.



I'd drop the damage to 12

Drop range to 540



Iterate from there, as required. Still quite good and barely a change, but small steps.



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.12" tons="6" maxRange="1080" longRange="540" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.25" heat="10.0" impulse="0.0" minheatpenaltylevel="3" heatpenalty="4.0" heatdamage="0" damage="12.0" numFiring="1" projectileclass="" type="Energy" slots="2" Health="10" visRange="1500" heatPenaltyID="3"/>

isLarge LaserThe isLL isn't a bad weapon, but without quirks it is rather lacklustre.Increase range to 500MDecrease cooldown to 3sIterate from thereRevised Code:isERLLrange=750MHeat=9Duration=1.1Hotter, but longer range and better Dam/tickIterate back down to 8 heat if needed (but not to obsolete the isLL)Revised code:cERLLDamage=10heat=10range=750duration=1.25This gives it just under the Dam/tick as the isERLL, but it weights less.Revised Code:isLPLThe isLPL is a good weapon. I'd extend the range to 400M (remember, few quirks, no 10% range on every other mech).Not sure I'd touch anything else, but iterate if necessary.Revised code:cLPLThe cLPL...the best weapon in the Clan arsenal. Second best Dam/tick in the game (isLPL beating it significantly) but also with long reach.I'd drop the damage to 12Drop range to 540Iterate from there, as required. Still quite good and barely a change, but small steps.Revised Code:



Medium Lasers

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isML

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.9" tons="1" maxRange="540" longRange="270" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="4.0" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.0" heatdamage="0" damage="5" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>



Now, here's a possibly unpopular opinion: Revert duration to 1s.

Buff it in other ways to compensate



Duration=1

heat=3 (-1)

Range=300 (+30)

Ghost Heat removed (or set to 10 in case code breaks...you know, PGI)



I think that's worth the change



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.0" tons="1" maxRange="600" longRange="300" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="3.0" impulse="0.0" minheatpenaltylevel="11" heatpenalty="1.0" heatdamage="0" damage="5" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>



cERML

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.15" tons="1" maxRange="810" longRange="405" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="6.0" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.4" heatdamage="0" damage="7" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500" heatPenaltyID="10"/>





Ah, the ERML. Second to the cLPL for strongest weapon in the game. I'll go with modest nerfs, and let iteration do its job as time progresses.



dam=6 (-1)

heat=5 (-1)

range=400

duration=1.3



Less Dam/tick than the isML, but greater range and overall damage. Iterate as required (burn time down, for example), or even cut the Extended Range to below 2x



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.15" tons="1" maxRange="800" longRange="400" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="5.0" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.4" heatdamage="0" damage="6" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500" heatPenaltyID="10"/>





isMPL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.60" tons="2" maxRange="440" longRange="220" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="4.0" impulse="0.0" heatdamage="0" damage="6" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>





Not a bad weapon, but it has its disadvantages. Namely, range.



Buff to 250M, everything else as it. Iterate as required



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.60" tons="2" maxRange="500" longRange="250" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="4.0" impulse="0.0" heatdamage="0" damage="6" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>



cMPL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.85" tons="2" maxRange="660" longRange="330" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="6.0" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.0" heatdamage="0" damage="8.0" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500" heatPenaltyID="10"/>





Also a decent weapon, but generally pales in comparison to the cERML. My suggestions?



Dam=7 (-1)

heat=4.5 (-1.5)

range=300M (-30)

Duration=0.8 (-0.05)



This makes it cooler than the ERML, but with less range. Less Dam/tick than the isMPL, but still good.



Iterate as required

Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.8" tons="2" maxRange="600" longRange="300" minRange="0" ammoPerShot="0" ammoType="" cooldown="3.0" heat="4.5" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.0" heatdamage="0" damage="7.0" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500" heatPenaltyID="10"/>



isMLNow, here's a possibly unpopular opinion: Revert duration to 1s.Buff it in other ways to compensateDuration=1heat=3 (-1)Range=300 (+30)Ghost Heat removed (or set to 10 in case code breaks...you know, PGI)I think that's worth the changeRevised Code:cERMLAh, the ERML. Second to the cLPL for strongest weapon in the game. I'll go with modest nerfs, and let iteration do its job as time progresses.dam=6 (-1)heat=5 (-1)range=400duration=1.3Less Dam/tick than the isML, but greater range and overall damage. Iterate as required (burn time down, for example), or even cut the Extended Range to below 2xRevised Code:isMPLNot a bad weapon, but it has its disadvantages. Namely, range.Buff to 250M, everything else as it. Iterate as requiredRevised code:cMPLAlso a decent weapon, but generally pales in comparison to the cERML. My suggestions?Dam=7 (-1)heat=4.5 (-1.5)range=300M (-30)Duration=0.8 (-0.05)This makes it cooler than the ERML, but with less range. Less Dam/tick than the isMPL, but still good.Iterate as requiredRevised code:



Small Lasers

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isSL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.75" tons="0.5" maxRange="270" longRange="135" minRange="0" ammoPerShot="0" ammoType="" cooldown="2.25" heat="2.0" impulse="0.0" heatdamage="0" damage="3" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>





Now, this is a sad weapon. An AC2 level of sad.



Range=175

cooldown=1.25

heat=1

damage=4



Cut the recycle from 3s to 2s, increase range, and make it nearly heatless. Iterate as required, but should be useful at this point



Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.75" tons="0.5" maxRange="350" longRange="175" minRange="0" ammoPerShot="0" ammoType="" cooldown="1.25" heat="2.0" impulse="0.0" heatdamage="0" damage="4" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>



cERSL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="1.0" tons="0.5" maxRange="400" longRange="200" minRange="0" ammoPerShot="0" ammoType="" cooldown="2.25" heat="3.0" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.4" heatdamage="0" damage="5" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500" heatPenaltyID="10"/>





Honestly...I don't want to change a thing. See how it compares to the revised isSL and go from there.



isSPL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.5" tons="1" maxRange="220" longRange="110" minRange="0" ammoPerShot="0" ammoType="" cooldown="2.25" heat="2.0" impulse="0.0" heatdamage="0" damage="4.0" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>





Nearly as sad as the isSL, but quirked on some mechs. Proposed changes include:

damage=5

cooldown=1.5

range=140



Go from there

Revised code:

<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.5" tons="1" maxRange="280" longRange="140" minRange="0" ammoPerShot="0" ammoType="" cooldown="1.5" heat="2.0" impulse="0.0" heatdamage="0" damage="5.0" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500"/>



cSPL

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<WeaponStats maxDepth="10.0" volleydelay="0.0" speed="0" lifetime="0" duration="0.75" tons="1" maxRange="330" longRange="165" minRange="0" ammoPerShot="0" ammoType="" cooldown="2.25" heat="3.0" impulse="0.0" minheatpenaltylevel="7" heatpenalty="1.0" heatdamage="0" damage="6" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" visRange="1500" heatPenaltyID="10"/>





Now, this could stand for a touch down, but I WANT good small lasers, and I say let it compete against the isSPL. Iterate as needed, but unchanged for now.

isSLNow, this is a sad weapon. An AC2 level of sad.Range=175cooldown=1.25heat=1damage=4Cut the recycle from 3s to 2s, increase range, and make it nearly heatless. Iterate as required, but should be useful at this pointRevised code:cERSLHonestly...I don't want to change a thing. See how it compares to the revised isSL and go from there.isSPLNearly as sad as the isSL, but quirked on some mechs. Proposed changes include:damage=5cooldown=1.5range=140Go from thereRevised code:cSPLNow, this could stand for a touch down, but I WANT good small lasers, and I say let it compete against the isSPL. Iterate as needed, but unchanged for now.



Large LasersMedium LasersSmall Lasers



Flamers

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isFlamer

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<WeaponStats maxDepth="10.0" volleydelay="0.25" speed="100" lifetime="1.0" duration="-1.0" tons="1" maxRange="90.0" longRange="90.0" minRange="0" ammoPerShot="0" ammoType="" cooldown="0.0" heat="1.0" impulse="0.0" heatdamage="0.0" damage="0.7" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" maxheight="0" critChanceIncrease="0.14,0.08,0.03" critDamMult="1.1" trgheatinctime="3.0" heatinctime="6.25" coneoffire="10"/>





The Flamer still confuses me as a Weapon...why does it have a CoF in the stats, that doesn't correspond with the usual 'spread' which represents a CoF?



I suggest removing HeatIncTime, meaning you, the shooter, do not receive the exponential heat gain.



I'd also suggest buffing the Flamer to 1.5 DPS (up from 0.7). Remove the CoF stat entirely as well.



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.25" speed="100" lifetime="1.0" duration="-1.0" tons="1" maxRange="90.0" longRange="90.0" minRange="0" ammoPerShot="0" ammoType="" cooldown="0.0" heat="1.0" impulse="0.0" heatdamage="0.0" damage="1.5" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" maxheight="0" critChanceIncrease="0.14,0.08,0.03" critDamMult="1.1" trgheatinctime="3.0"/>





cFlamer

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<WeaponStats maxDepth="10.0" volleydelay="0.25" speed="100" lifetime="1.0" duration="-1.0" tons="0.5" maxRange="90.0" longRange="90.0" minRange="0" ammoPerShot="0" ammoType="" cooldown="0.0" heat="1.0" impulse="0.0" heatdamage="0.0" damage="0.7" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" maxheight="0" critChanceIncrease="0.14,0.08,0.03" critDamMult="1.1" trgheatinctime="3.0" heatinctime="6.25" coneoffire="10"/>



Give the cFlamer the same stats as the proposed isFlamer. When both are deemed usable and/or viable, differentiate them for having half weight. Buff or Nerf, keep them useful.



Revised Code:

<WeaponStats maxDepth="10.0" volleydelay="0.25" speed="100" lifetime="1.0" duration="-1.0" tons="0.5" maxRange="90.0" longRange="90.0" minRange="0" ammoPerShot="0" ammoType="" cooldown="0.0" heat="1.0" impulse="0.0" heatdamage="0.0" damage="1.5" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" maxheight="0" critChanceIncrease="0.14,0.08,0.03" critDamMult="1.1" trgheatinctime="3.0"/>



isFlamerThe Flamer still confuses me as a Weapon...why does it have a CoF in the stats, that doesn't correspond with the usual 'spread' which represents a CoF?I suggest removing HeatIncTime, meaning you, the shooter, do not receive the exponential heat gain.I'd also suggest buffing the Flamer to 1.5 DPS (up from 0.7). Remove the CoF stat entirely as well.Revised Code:cFlamerGive the cFlamer the same stats as the proposed isFlamer. When both are deemed usable and/or viable, differentiate them for having half weight. Buff or Nerf, keep them useful.Revised Code:



PPCsLasersFlamers

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SRMs

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So, SRMs. Put shortly, isSRMs damage buffs, all Velocity boosts to 500M/s, all spread reductions.



isSRM6

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<WeaponStats volleydelay="0.25" speed="300" lifetime="15.0" duration="0.0" tons="3" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="6" ammoType="SRMAmmo" cooldown="4.0" heat="4.0" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.15" numFiring="6" projectileclass="waypointrocket" type="Missile" slots="2" Health="10" spread="5.7" artemisAmmoType="SRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" heatPenaltyID="4"/>





Dam=2.5

Speed=500M/s

Spread=4M (8M CoF) W/out Artemis



They still have 5CM of Splash Damage? Meh



Revised Code:

<WeaponStats volleydelay="0.25" speed="500" lifetime="15.0" duration="0.0" tons="3" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="6" ammoType="SRMAmmo" cooldown="4.0" heat="4.0" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.5" numFiring="6" projectileclass="waypointrocket" type="Missile" slots="2" Health="10" spread="4.0" artemisAmmoType="SRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" heatPenaltyID="4"/>



cSRM6

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<WeaponStats volleydelay="0.25" speed="300" lifetime="15.0" duration="0.0" tons="1.5" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="6" ammoType="ClanSRMAmmo" cooldown="4.0" heat="4.0" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="6" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="5.9" artemisAmmoType="ClanSRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" heatPenaltyID="7"/>





Similar to the isSRM buff, but less damage and smaller spread buffs



dam remains 2.0

speed=500M/s

spread=4.2M (might as well)



Revised Code:

<WeaponStats volleydelay="0.25" speed="500" lifetime="15.0" duration="0.0" tons="1.5" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="6" ammoType="ClanSRMAmmo" cooldown="4.0" heat="4.0" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="6" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="4.2" artemisAmmoType="ClanSRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" heatPenaltyID="7"/>



isSRM4

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<WeaponStats volleydelay="0.25" speed="300" lifetime="15.0" duration="0.0" tons="2" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="4" ammoType="SRMAmmo" cooldown="3.0" heat="3" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.15" numFiring="4" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="5.2" artemisAmmoType="SRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0" heatPenaltyID="4"/>





Dam=2.5

Speed=500M/s

Spread=3.6



Revised Code:

<WeaponStats volleydelay="0.25" speed="500" lifetime="15.0" duration="0.0" tons="2" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="4" ammoType="SRMAmmo" cooldown="3.0" heat="3" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.5" numFiring="4" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="3.6" artemisAmmoType="SRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0" heatPenaltyID="4"/>





cSRM4

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<WeaponStats volleydelay="0.25" speed="300" lifetime="15.0" duration="0.0" tons="1" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="4" ammoType="ClanSRMAmmo" cooldown="3.0" heat="3" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="4" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="5.4" artemisAmmoType="ClanSRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0" heatPenaltyID="7"/>





Revised Code:

<WeaponStats volleydelay="0.25" speed="500" lifetime="15.0" duration="0.0" tons="1" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="4" ammoType="ClanSRMAmmo" cooldown="3.0" heat="3" impulse="0.11" minheatpenaltylevel="4" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="4" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="3.8" artemisAmmoType="ClanSRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0" heatPenaltyID="7"/>



isSRM2

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<WeaponStats volleydelay="0.25" speed="300" lifetime="15.0" duration="0.0" tons="1" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="2" ammoType="SRMAmmo" cooldown="2.0" heat="2" impulse="0.11" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.15" numFiring="2" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="4.8" artemisAmmoType="SRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0"/>





Special Case: Reduce Spread to nearly nothing:

Spread=0.5

I've got no idea what this will do...but let's see what happens.



Revised Code:

<WeaponStats volleydelay="0.25" speed="500" lifetime="15.0" duration="0.0" tons="1" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="2" ammoType="SRMAmmo" cooldown="2.0" heat="2" impulse="0.11" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.5" numFiring="2" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="0.5" artemisAmmoType="SRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0"/>

cSRM2

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<WeaponStats volleydelay="0.25" speed="300" lifetime="15.0" duration="0.0" tons="0.5" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="2" ammoType="ClanSRMAmmo" cooldown="2.0" heat="2" impulse="0.11" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="2" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="5.0" artemisAmmoType="ClanSRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0"/>



Similar, but not as severe

Revised Code:

<WeaponStats volleydelay="0.25" speed="500" lifetime="15.0" duration="0.0" tons="0.5" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="2" ammoType="ClanSRMAmmo" cooldown="2.0" heat="2" impulse="0.11" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="2" projectileclass="waypointrocket" type="Missile" slots="1" Health="10" spread="1.0" artemisAmmoType="ClanSRMAmmoArtemis" formation_size_per_index="0.025" formation_size="0.005" radius="0.05" maxheight="0"/>





So, SRMs. Put shortly, isSRMs damage buffs, all Velocity boosts to 500M/s, all spread reductions.isSRM6Dam=2.5Speed=500M/sSpread=4M (8M CoF) W/out ArtemisThey still have 5CM of Splash Damage? MehRevised Code:cSRM6Similar to the isSRM buff, but less damage and smaller spread buffsdam remains 2.0speed=500M/sspread=4.2M (might as well)Revised Code:isSRM4Dam=2.5Speed=500M/sSpread=3.6Revised Code:cSRM4Revised Code:isSRM2Special Case: Reduce Spread to nearly nothing:Spread=0.5I've got no idea what this will do...but let's see what happens.Revised Code:cSRM2Similar, but not as severeRevised Code:



SSRMs

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isSSRM2

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<WeaponStats volleydelay="0.25" speed="200" lifetime="15.0" duration="0.0" tons="1.5" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="2" ammoType="StreakSRMAmmo" cooldown="3.5" heat="2" impulse="0.04" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="2" projectileclass="homingrocket" type="Missile" slots="1" Health="10" radius="0.05" trackingstrength="100.0" uselock="1" maxheight="0" needlock="1"/>



Dam to 2.5

Speed>350M/s

Cooldown to 2.2s



Revised Code:

<WeaponStats volleydelay="0.25" speed="350" lifetime="15.0" duration="0.0" tons="1.5" maxRange="270.0" longRange="270.0" minRange="0" ammoPerShot="2" ammoType="StreakSRMAmmo" cooldown="2.2" heat="2" impulse="0.04" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.5" numFiring="2" projectileclass="homingrocket" type="Missile" slots="1" Health="10" radius="0.05" trackingstrength="100.0" uselock="1" maxheight="0" needlock="1"/>





cSSRM2

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<WeaponStats volleydelay="0.25" speed="180" lifetime="15.0" duration="0.0" tons="1" maxRange="360.0" longRange="360.0" minRange="0" ammoPerShot="2" ammoType="ClanStreakSRMAmmo" cooldown="3.5" heat="2" impulse="0.04" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="2" projectileclass="homingrocket" type="Missile" slots="1" Health="10" radius="0.05" trackingstrength="92.0" uselock="1" maxheight="0" needlock="1"/>



Dunno...shorter cooldown? Speed boost to 250 and 2.8 cooldown



Revised Code:

<WeaponStats volleydelay="0.25" speed="250" lifetime="15.0" duration="0.0" tons="1" maxRange="360.0" longRange="360.0" minRange="0" ammoPerShot="2" ammoType="ClanStreakSRMAmmo" cooldown="2.8" heat="2" impulse="0.04" minheatpenaltylevel="5" heatpenalty="1.0" heatdamage="0" damage="2.0" numFiring="2" projectileclass="homingrocket" type="Missile" slots="1" Health="10" radius="0.05" trackingstrength="92.0" uselock="1" maxheight="0" needlock="1"/>





cSSRM4

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<WeaponStats volleydelay="0.25" speed="180" lifetime="15.0" duration="0.0" tons="2" maxRange="360.0" longRange="360.0" minRange="0" ammoPerShot="4" ammoType="ClanStreakSRMAmmo" cooldown="5.0" heat="3" impulse="0.04" minheatpenaltylevel="4" heatpenalty="1.1" heatdamage="0" damage="2.0" numFiring="4" projectileclass="homingrocket" type="Missile" slots="1" Health="10" radius="0.05" trackingstrength="92.0" uselock="1" maxheight="0" heatPenaltyID="5" needlock="1"/>





Now, I wouldn't mind trying some of that volley fire (2 by 2) proposed before Clams were implemented. Let's steal some LRM code:

volleysize="1"



They already have VolleyDelay, but simply lack this piece. Let's give it a try,

Revised Code:

<WeaponStats volleydelay="0.25" speed="180" lifetime="15.0" duration="0.0" tons="2" maxRange="360.0" longRange="360.0" minRange="0" ammoPerShot="4" ammoType="ClanStreakSRMAmmo" cooldown="5.0" heat="3" impulse="0.04" minheatpenaltylevel="4" heatpenalty="1.1" heatdamage="0" damage="2.0" numFiring="4" projectileclass="homingrocket" type="Missile" slots="1" Health="10" radius="0.05" trackingstrength="92.0" uselock="1" maxheight="0" heatPenaltyID="5" needlock="1" volleysize="2"/>



cSSRM6

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<WeaponStats volleydelay="0.25" speed="180" lifetime="15.0" duration="0.0" tons="3" maxRange="360.0" longRange="360.0" minRange="0" ammoPerShot="6" ammoType="ClanStreakSRMAmmo" cooldown="6.0" heat="4" impulse="0.04" minheatpenaltylevel="4" heatpenalty="1.1" heatdamage="0" damage="2.0" numFiring="6" projectileclass="homingrocket" type="Missile" slots="2" Health="10" radius="0.05" trackingstrength="92.0" uselock="1" maxheight="0" heatPenaltyID="5" needlock="1"/>





Again, same volley delay, make it more vulnerable to AMS

Revised Code:

<WeaponStats volleydelay="0.25" speed="180" lifetime="15.0" duration="0.0" tons="3" maxRange="360.0" longRange="360.0" minRange="0" ammoPerShot="6" ammoType="ClanStreakSRMAmmo" cooldown="6.0" heat="4" impulse="0.04" minheatpenaltylevel="4" heatpenalty="1.1" heatdamage="0" damage="2.0" numFiring="6" projectileclass="homingrocket" type="Missile" slots="2" Health="10" radius="0.05" trackingstrength="92.0" uselock="1" maxheight="0" heatPenaltyID="5" needlock="1" volleysize="2"/>

isSSRM2Dam to 2.5Speed>350M/sCooldown to 2.2sRevised Code:cSSRM2Dunno...shorter cooldown? Speed boost to 250 and 2.8 cooldownRevised Code:cSSRM4Now, I wouldn't mind trying some of that volley fire (2 by 2) proposed before Clams were implemented. Let's steal some LRM code:volleysize="1"They already have VolleyDelay, but simply lack this piece. Let's give it a try,Revised Code:cSSRM6Again, same volley delay, make it more vulnerable to AMSRevised Code:



SRMsSSRMs

Spoiler

As you may be aware, the cXL is one of the biggest advantages of the Clan arsenal.

My balance test would like to see the ST loss penalties include speed.



I'd also like the isXL to get the death-less ST loss, but get greater penalties. Keep the Clan XL at 80% performance, but put the isXL at 60% performance (speed, agility, CT mounted and TrueDub heatsinks).



That would be a large power bridge between factions. No idea where penalties are stored, but here's a cXL250 VS an isXL250



<Loc iconTag="StoreIcons\XLEngine.dds" descTag="@Engine_XL_Fusion_250_desc" nameTag="@Engine_XL_Fusion_250"/> <EngineStats health="15" heatsinks="10" weight="12.5" rating="250" sidesToDie="1" sideSlots="3" slots="6"/>



<Loc iconTag="StoreIcons\XLEngine.dds" descTag="@Engine_Clan_XL_Fusion_250_desc" nameTag="@Engine_Clan_XL_Fusion_250"/> <EngineStats health="15" heatsinks="10" weight="12.5" rating="250" sidesToDie="2" sideSlots="2" slots="6"/>



And the STD for good measure:

<Loc iconTag="StoreIcons\StdEngine.dds" descTag="@Engine_Standard_Fusion_250_desc" nameTag="@Engine_Standard_Fusion_250"/> <EngineStats health="15" heatsinks="10" weight="18.5" rating="250" sidesToDie="0" sideSlots="0" slots="6"/>



Theoretically, this change is just Find&replacing the sidesToDie="1" to "2", then copy paste wherever the penalties are listed (swapping 0.8 for 0.6)



My proposal significantly buffs the isXL engine, and obsoletes the STD.

As such, I also want to buff the STD. Significantly.



Add +30 Structure to the CT for any STD equipped mech, and +20 to both STs.

Why STs? Why not.

As you may be aware, the cXL is one of the biggest advantages of the Clan arsenal.My balance test would like to see the ST loss penalties include speed.I'd also like the isXL to get the death-less ST loss, but get greater penalties. Keep the Clan XL at 80% performance, but put the isXL at 60% performance (speed, agility, CT mounted and TrueDub heatsinks).That would be a large power bridge between factions. No idea where penalties are stored, but here's a cXL250 VS an isXL250And the STD for good measure:Theoretically, this change is just Find&replacing the sidesToDie="1" to "2", then copy paste wherever the penalties are listed (swapping 0.8 for 0.6)My proposal significantly buffs the isXL engine, and obsoletes the STD.As such, I also want to buff the STD. Significantly.Add +30 Structure to the CT for any STD equipped mech, and +20 to both STs.Why STs? Why not.

Spoiler

As you should know by now, any mech that can't mount a 250 engine misses out on cooling, because only internal Engine Heatsinks are TrueDubs, and if you don't have a 250, you don't get 10 TrueDubs.



Myth Lynx, Urbie, LOLcust and the like (175-195) miss out on a full TrueDub's worth of dissipation compares to a 250+ engine mech.



Current code doesn't really allow for a proper fix:

<HeatSinkStats heatbase="-1.4" engineCooling="0.2" cooling="0.14"/>



However, there is a simple bandaid fix available: Heat Dissipation quirk



Specifically, +0.6x Dissipation, where 'x' is the number of missing PoorDubs. This normalizes all 10 heatsinks to be 10 TrueDubs in dissipation (heat cap means less).



That would involve entering each affected mech and give each variant (or CT for Omnis) that quirk. Time intensive, but effective.

As you should know by now, any mech that can't mount a 250 engine misses out on cooling, because only internal Engine Heatsinks are TrueDubs, and if you don't have a 250, you don't get 10 TrueDubs.Myth Lynx, Urbie, LOLcust and the like (175-195) miss out on a full TrueDub's worth of dissipation compares to a 250+ engine mech.Current code doesn't really allow for afix:However, there is a simple bandaid fix available: Heat Dissipation quirkSpecifically, +0.6x Dissipation, where 'x' is the number of missing PoorDubs. This normalizes all 10 heatsinks to be 10 TrueDubs in dissipation (heat cap means less).That would involve entering each affected mech and give each variant (or CT for Omnis) that quirk. Time intensive, but effective.

Spoiler

MASC, in the lighter varieties...is rather lacklustre. Let's use the SadCat cMASCII as an example:

<ModuleStats TonsMax="50" TonsMin="30" amountAllowed="1" health="10" tons="2.0" slots="2"/> <MASCStats WeaponSpread="2.5" WeaponShake="0.25" DamageMax="1.54" DamageMin="1.26" DamageRate="0.5" GaugeDamagePoint="0.75" GaugeDrain="0.02" GaugeFill="0.1" BoostTurn="0.25" BoostDecel="1.5" BoostAccel="1.75" BoostSpeed="0.1"/>

10% speed boost for 7.5 seconds.





My preference? Two, really. Change the GaugeFill to 0.05, meaning you get double the time, 15 seconds, at 117 Kph with the other agility boosts.



OR, keeping the 7.5s duration, buff the BoostSpeed to something more substantial. Giving it a 30% boost (stacking with Speed Tweak) gives you ~136 Kph for 7.5 seconds.

That's big enough.





I don't need that much of a buff, but something to that effect (20%+10% might be acceptable, at 129Kph) would be very much appreciated.



MASC, in the lighter varieties...is rather lacklustre. Let's use the SadCat cMASCII as an example:10% speed boost for 7.5 seconds.My preference? Two, really. Change the GaugeFill to 0.05, meaning you get double the time, 15 seconds, at 117 Kph with the other agility boosts.OR, keeping the 7.5s duration, buff the BoostSpeed to something more substantial. Giving it a 30% boost (stacking with Speed Tweak) gives you ~136 Kph for 7.5 seconds.That's big enough.I don't need that much of a buff, but something to that effect (20%+10% might be acceptable, at 129Kph) would be very much appreciated.

Spoiler

Forgot to add this, current code for is/gECM:

Spoiler

<ModuleStats health="3" tons="1.5" slots="2"/> <GECMStats targetingfactor="0.25" weaponlockfactor="0.5" range="180"/>





Now...to properly balance ECM, we'd need to see the relation to locking, but we don't have that.



Instead, let's implement Paul's 90M ECM idea.



After further knowledge has been obtained, the 'targetingfactor' IS the Jesus Field; that's where you cannot target mechs. Stock lock distance is 800M (can be increased to 1200M), and divide by four you get 200M (where you can target mechs before the ECM effect begins).



So, let's make it so ECM halves your lock distance, to 400M stock (up to 600M) VS the current 200-300M.

It will still retain the double duration missile locks.



<ModuleStats health="3" tons="1.5" slots="2"/> <GECMStats targetingfactor="0.5" weaponlockfactor="0.5" range="90"/>



Done.





Clan ECM Suite has the same idea

current code:

Spoiler

<ModuleStats health="3" tons="1" slots="1"/> <GECMStats targetingfactor="0.25" weaponlockfactor="0.5" range="180"/>



Revised:

<ModuleStats health="3" tons="1" slots="1"/> <GECMStats targetingfactor="0.5" weaponlockfactor="0.5" range="90"/>

Forgot to add this, current code for is/gECM:Now...to properly balance ECM, we'd need to see the relation to locking, but we don't have that.Instead, let's implement Paul's 90M ECM idea.After further knowledge has been obtained, the 'targetingfactor' IS the Jesus Field; that's where you cannot target mechs. Stock lock distance is 800M (can be increased to 1200M), and divide by four you get 200M (where you can target mechs before the ECM effect begins).So, let's make it so ECM halves your lock distance, to 400M stock (up to 600M) VS the current 200-300M.It will still retain the double duration missile locks.Done.Clan ECM Suite has the same ideacurrent code:Revised:

I'm not very satisfied with the current state, or pace, of weapon and faction balance in MWO. Never really have been. Always something considerably better than anything else, and rarely do they have competition.Those 'Metas' tend to last for a few Months. Then, suddenly, are murdered by giganerfs to multiple areas concerning it, leading to the next best thing outright replacing it, rather than touching it down so they're both competitive and viable against each other, in different settings.SRMs were one of those. They took a 40% damage nerf once upon a time, which has been partially reversed, but they're still not nearly good enough for their costs (heat, short range, ammo, spread).So, I figure I'll write up my ideal changes, addressing most of the weapon or weapon systems in the game. I'll try to keep my adjustments to just .XML edits, but there may be a few outliers or additions.I want things like this to be tested on the PTS, hopefully this is what the next PTS session will contain, but disappointment is what they tend to herald. Some "Aggressive Weapons Balance" after years would be nice.I will not touch LRMs, as they require some of those more in depth mechanic changes, nor do I use them enough to have an opinion on them.Keep in mind while reading that most quirks will be removed, while certain mechs that require them for hardpoint, hitbox, geometry or other valid reasons will still have some, but mainly focused on armour/durability (and not wimpy +5, to the tune of 15-50 armour).I'll start with WeaponsAdded coloured tables!Listed here, and inside each spoiler at the top. See post for general thoughts and complete code, or here for overview:EnginesPoorDubsMASCECMTL:DR?Adjustments to Lasers in generalSlight nerfs to Clan Large and cMed lasersBig Buffs to isSmallsBuffs (and cooldown nerfs) to all PPCsPositive AC adjustments; jam time proportional to UAC sizeBuff SRMsStream fire (x2) SSRMs (4s and 6s)XL engine normalization, STD engine buffsPoorDub fixesMASC improvementsECM down to 90M (don't see the important variables, it's something!)TL:DRTL:DR?#PGI PLZ

Edited by Mcgral18, 24 October 2015 - 08:45 AM.