Posted 12 September 2014 - 03:04 PM

Spoiler _____________________________________________________________________

-LIGHT MECHS-

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-LOCUST-



LCT-1E: LA- 3 CLASS 1 ENERGY | RA- 3 CLASS 1 ENERGY.



LCT-1M: LA- 1 CLASS 2 MISSILE | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RA- 1 CLASS 2 MISSILE



LCT-1V: LA- 2 CLASS 1 BALLISTIC | CT- 1 CLASS 1 ENERGY | RA- 2 CLASS 1 BALLISTIC



LCT-3M: LA- 2 CLASS 1 ENERGY | CT- 1 CLASS 2 ENERGY | RA- 2 CLASS 1 ENERGY



LCT-3S: LA- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | CT- 1 CLASS 1 ENERGY | RA- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE.

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-COMMANDO-



COM-1B: LA- 1 CLASS 1 ENERGY | CT- 1 CLASS 1 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.



COM-1D: CT- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.



COM-2D: LA- 1 CLASS 1 ENERGY | CT- 1 CLASS 2 MISSILE | RA- 2 CLASS 1 MISSILE.



COM-3A: LA- 1 CLASS 1 ENERGY | 1 CLASS 2 MISSILE | RA- 1 CLASS 1 ENERGY, 1 CLASS 2 MISSILE.



DEATH'S KNELL: LA-1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RA-1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY

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-SPIDER-



SDR-5D: CT- 1 CLASS 1 ENERGY | RA- 2 CLASS 1 ENERGY.



SDR-5K: LA- 2 CLASS 1 BALLISTIC | CT- 1 CLASS 1 ENERGY | RA- 2 CLASS 1 BALLISTIC.



SDR-5V: CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.

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-FIRESTARTER-



FS9-A: LA- 2 CLASS 1 ENERGY | LT-1 CLASS 1 ENERGY | CT- 2 CLASS 1 ENERGY | RT- 1 CLASS 1 ENERGY | RT- 2 CLASS 1 ENERGY.



EMBER: LA- 2 CLASS 1 ENERGY | LT- 2 CLASS 1 BALLISTIC | RT- 2 CLASS 1 BALLISTIC | RA- 2 CLASS 1 ENERGY.



FS9-H: LA- 2 CLASS 1 ENERGY | LT- 1 CLASS 1 BALLISTIC | CT- 2 CLASS 1 ENERGY | RT- 1 CLASS 1 BALLISTIC | RA- 2 CLASS 1 ENERGY.



FS9-K: LA- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY | CT- 2 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY.



FS9-S: LA- 2 CLASS 1 ENERGY | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RT- 1 CLASS 1 ENERGY | RA- 2 CLASS 1 ENERGY.

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-JENNER-



JR7-D: LA- 2 CLASS 1 ENERGY | CT- 2 CLASS 1 MISSILE | RA- 2 CLASS 1 ENERGY.



JR7-F: LA 3 CLASS 1 ENERGY | RA- 3 CLASS 1 ENERGY.



JR7-K: LA- 2 CLASS 1 ENERGY | CT- 1 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.



OXIDE: LA- 1 CLASS 2 MISSILE | CT- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 2 MISSILE.

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-RAVEN-



RVN-2X: LT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RT- 1 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.



RVN-3L: LA- 1 CLASS 2 MISSILE | RT- 1 CLASS 1 ENERGY, 1 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.



RVN-4X: LA- 2 CLASS 1 BALLISTIC | RT- 1 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.



HUGINN: LA- 2 CLASS 1 BALLISTIC | LT 1 CLASS 1 MISSILE | RT 1 CLASS 1 MISSILE | RA- 2 CLASS 1 BALLISTIC.

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-MEDIUM MECHS-

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-CICADA-



CDA-2A: LT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | CT- 2 CLASS 2 ENERGY | RT- 1 CLASS 1 ENERGY, 1 CLASS 1 ENERGY.



CDA-2B: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | CT- 1 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY



CDA-3C: LT- 2 CLASS 1 BALLISTIC | RT- 1 CLASS 3 ENERGY, 2 CLASS 1 BALLISTIC.



CDA-3M: LT- 1CLASS 2 BALLISTIC, 1 CLASS 1 ENERGY | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RT- 1 CLASS 1 ENERGY.



X-5: LA- 1 CLASS 2 ENERGY | LT- 1 CLASS 1 ENERGY, 1 CLASS 1 MISSILE | RT- 1 CLASS 1 ENERGY, 1 CLASS 1 MISSILE | RA- 1 CLASS 2 ENERGY.

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-BLACKJACK-



BJ-1: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 BALLISTIC | LT- 1 CLASS 1 ENERGY | RT- 1 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 BALLISTIC.



BJ-1DC: LA- 1 CLASS 1 ENERGY, 1 CLASS 1 BALLISTIC | LT- 2 CLASS 1 ENERGY | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 1 ENERGY, 1 CLASS 1 BALLISTIC.



BJ-1X: LA- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY | LT- 1 CLASS 1 ENERGY | RT- 1 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY.



BJ-3: LA- 1 CLASS 3 ENERGY, 1 CLASS 1 ENERGY | LT- 1 CLASS 1 ENERGY | RT- 1 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 1 ENERGY.

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-CENTURION-



CN9-A: LT- 2 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | CT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 BALLISTIC.



CN9-AL: LT- 2 CLASS 2 MISSILE | CT- 2 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.



CN9-D: LT- 2 CLASS 2 MISSILE | CT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC.



YEN-LO-WANG: CT- 2 CLASS 1 ENERGY | RA- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC.

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-HUNCHBACK-



HBK-4G: LA- 1 CLASS 1 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 4 BALLISTIC, 2 CLASS 1 BALLISTIC | RA- 1 CLASS 1 ENERGY.



HBK-4H: LA- 1 CLASS 1 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 BALLISTIC, 2 CLASS 1 ENERGY | RA- 1 CLASS 1 ENERGY.



HBK-4J: LA- 1 CLASS 1 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 2 CLASS 2 MISSILE, 3 CLASS 1 ENERGY | RA- 1 CLASS 1 ENERGY.



HBK-4P: LA- 1 CLASS 1 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 3 CLASS 2 ENERGY, 3 CLASS 1 ENERGY | RA- 1 CLASS 1 ENERGY.



HBK-4SP: LA- 2 CLASS 1 ENERGY | LT- 1 CLASS 2 MISSILE | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.



GRID IRON: LA- 1 CLASS 1 ENERGY | LT- 1 CLASS 2 MISSILE | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC | RA- 1 CLASS 1 ENERGY.

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-TREBUCHET-



TBT-3C: LA- 1 CLASS 1 ENERGY, 1 CLASS 3 MISSILE | CT- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE | RA- 2 CLASS 1 ENERGY.



TBT-5J: LA- 2 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE | RA- 2 CLASS 1 ENERGY, 1 CLASS 2 ENERGY.



TBT-5N: LA- 1 CLASS 1 ENERGY, 1 CLASS 3 MISSILE | RT- 1 CLASS 3 MISSILE | RA- 2 CLASS 1 ENERGY, 1 CLASS 2 ENERGY.



TBT-7K: LT- 1 CLASS 2 BALLISTIC, 1 CLASS 1 BALLISTIC | RT- 1 CLASS 3 ENERGY, 1 CLASS 1 ENERGY | RA- 2 CLASS 1 MISSILE.



TBT-7M: LA- 1 CLASS 1 ENERGY, 1 CLASS 3 MISSILE | LT- 1 CLASS 1 MISSILE | RT- 1 CLASS 3 MISSILE | RA- 2 CLASS 1 ENERGY.

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-GRIFFIN-



GRF-1N: RT- 3 CLASS 2 MISSILE | RA- 1 CLASS 3 ENERGY, 2 CLASS 1 ENERGY.



GRF-1S: LT- 2 CLASS 2 MISSILE | RA- 2 CLASS 2 ENERGY, 2 CLASS 1 ENERGY.



GRF-3M: LT- 1 CLASS 1 ENERGY | RT- 1 CLASS 4 MISSILE, 1 CLASS 3 MISSILE, 2 CLASS 1 MISSILE | RA- 1 CLASS 3 ENERGY.

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-KINTARO-



KTO-18: LA- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | CT- 1 CLASS 2 MISSILE | RT- 2 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY.



KTO-19: LA- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | CT- 1 CLASS 2 MISSILE | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.



KTO-20: LA- 1 CLASS 2 MISSILE | CT- 1 CLASS 2 ENERGY | RT- 2 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.



GOLDEN BOY: LA- 2 CLASS 2 MISSILE, 1 CLASS 1 ENERGY | CT- 2 CLASS 1 MISSILE | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.

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-SHADOWHAWK-



SHD-2D: LA- 2 CLASS 1 ENERGY | LT- 1 CLASS 2 BALLISTIC | HEAD- 1 CLASS 1 MISSILE | CT- 1 CLASS 2 MISSILE | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 1 ENERGY.



SHD-2D2: LA- 1 CLASS 1 ENERGY | LT- 1 CLASS 2 BALLISTIC | HEAD- 1 CLASS 1 MISSILE | CT- 1 CLASS 2 MISSILE | RT- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 1 ENERGY.



SHD-2H: LT- 1 CLASS 2 BALLISTIC, 2 CLASS 1 BALLISTIC | HEAD- 1 CLASS 1 MISSILE | RT- 2 CLASS 1 MISSILE | RA- 1 CLASS 1 ENERGY.



SHD-2K: LT- 1 CLASS 3 ENERGY, 2 CLASS 1 ENERGY | 3 CLASS 1 MISSILE.



SHD-5M: LT- 1 CLASS 2 BALLISTIC, 1 CLASS 1 BALLISTIC | HEAD- 1 CLASS 1 MISSILE | RT- 1 CLASS 4 MISSILE | RA- 1 CLASS 1 ENERGY.

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-WOLVERINE-



WVR-6K: LT- 1 CLASS 2 MISSILE | HEAD- 1 CLASS 1 ENERGY | RA- 2 CLASS 2 ENERGY, 2 CLASS 1 ENERGY.



WVR-6R: LT- 1 CLASS 2 MISSILE, 2 CLASS 1 MISSILE | HEAD- 1 CLASS 1 ENERGY | RA- 1 CLASS 2 BALLISTIC, 1 CLASS 1 BALLISTIC.



WVR-7K: LT- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.

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-HEAVY MECHS-

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-DRAGON-



DRG-1C: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | LT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | CT- 1 CLASS 2 MISSILE | RA- 1 CLASS 1 BALLISTIC.



DRG-1N: LA- 1 CLASS 2 ENERGY | LT- 1 CLASS 2 ENERGY | CT- 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 2 BALLISTIC.



DRG-5N: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | CT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 BALLISTIC, 2 CLASS 1 BALLISTIC.



FANG: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | LT- 1 CLASS 1 ENERGY | CT- 1 CLASS 2 MISSILE | RA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC.



FLAME: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | LT- 1 CLASS 1 BALLISTIC | CT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.

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-QUICKDRAW-



QKD-4G: LA- 1 CLASS 2 ENERGY | LT- 1 CLASS 2 MISSILE | CT- 1 CLASS 1 MISSILE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY.



QKD-4H: LA- 1 CLASS 2 ENERGY | LT- 1 CLASS 2 MISSILE, 1 CLASS 1 MISISLE | CT- 1 CLASS 1 MISSILE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY.



QKD-5K: LA- 1 CLASS 2 ENERGY | LT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | CT- 1 CLASS 1 MISSILE | RT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RA- 1 CLASS 2 ENERGY.



IV-FOUR: LA- 1 CLASS 2 BALLISTIC | LT- 1 CLASS 2 MISSILE | CT- 2 CLASS 1 ENERGY | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 BALLISTIC.

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-CATAPULT-



CPLT-A1: LA- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE.



CPLT-C1: LA- 1 CLASS 3 MISSILE | LT- 1 CLASS 2 ENERGY | CT- 2 CLASS 1 ENERGY | RT- 1 CLASS 2 ENERGY | RA- 1 CLASS 3 MISSILE.



CPLT-C4: LA- 1 CLASS 4 MISSILE, 1 CLASS 1 MISSILE | CT- 2 CLASS 1 ENERGY RA- 1 CLASS 4 MISSILE, 1 CLASS 1 MISSILE.



CPLT-K2: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 2 ENERGY, 1 CLASS 1 BALLISTIC| RT- 1 CLASS 2 ENERGY, 1 CLASS 1 BALLISTIC| RA- 1 CLASS 3 ENERGY.



JESTER: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | CT- 2 CLASS 1 ENERGY | RT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY.

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-JAGERMECH-



JM6-A: LA- 1 CLASS 1 BALLISTIC, 1 CLASS 3 MISSILE | LT- 1 CLASS 2 ENERGY | RT- 1 CLASS 2 ENERGY | RA- 1 CLASS 1 BALLISTIC, 1 CLASS 3 MISSILE.



JM6-DD: LA- 1 CLASS 2 BALLISTIC, 2 CLASS 1 BALLISTIC | LT 1 CLASS 2 ENERGY | RT 1 CLASS 2 ENERGY | RA- 1 CLASS 2 BALLISTIC, 2 CLASS 1 BALLISTIC.



JM6-S: LA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC | LT 1 CLASS 2 ENERGY | RT 1 CLASS 2 ENERGY | RA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC.



FIREBRAND: LA- 1 CLASS 3 ENERGY, 1 CLASS 1 BALLISTIC | LT 1 CLASS 1 ENERGY | RT 1 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 1 BALLISTIC.

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-THUNDERBOLT-



TDR-5S: LA- 2 CLASS 1 BALISTIC | LT- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 2 ENERGY.



TDR-5SS: LT- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY, 1 CLASS 2 MISSILE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 1 ENERGY.



TDR-9S: LA- 2 CLASS 1 BALISTIC | LT- 3 CLASS 1 ENERGY, 1 CLASS 2 MISSILE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY.



TDR-9SE: LT- 2 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 2 CLASS 2 MISSILE | RA- 2 CLASS 2 ENERGY.

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-CATAPHRACT-



CTF-1X: LA- 1 CLASS 2 ENERGY | LT- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 BALLISTIC, 1 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 1 ENERGY.



CTF-2X: LA- 2 CLASS 1 MISSILE | LT- 1 CLASS 2 ENERGY | RT- 1 CLASS 4 BALLISTIC, 1 CLASS 2 ENERGY | RA- 1 CLASS 2 ENERGY.



CTF-3D: LA- 1 CLASS 1 ENERGY | LT- 1 CLASS 2 ENERGY | RT- 1 CLASS 2 ENERGY, 1 CLASS 3 BALLISTIC | RA- 1 CLASS 1 ENERGY, 1 CLASS 3 BALLISTIC.



CTF-4X: LA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC | HEAD- 1 CLASS 1 MISSILE | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC.



ILYA MUROMETS: LA- 1 CLASS 3 BALLISTIC | LT- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 BALLSITIC, 1 CLASS 1 ENERGY | RA- 1 CLASS 3 BALLISTIC, 1 CLASS 1 ENERGY.

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-ORION-



ON1-K: LA- 2 CLASS 2 ENERGY | LT- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE | RT- 1 CLASS 3 BALLISTIC | RA- 2 CLASS 2 ENERGY.



ON1-M: LA- 1 CLASS 2 ENERGY, 1 CLASS 4 MISSILE | LT- 1 CLASS 2 MISSILE | RT- 1 CLASS 3 BALLISTIC | RA- 2 CLASS 2 ENERGY.



ON1-V: LA- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | LT- 1 CLASS 3 MISSILE | RT- 1 CLASS 3 BALLISTIC, 1 CLASS 1 BALLISTIC | RA- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE.



ON1-VA: LA- 1 CLASS 2 ENERGY, 2 CLASS 2 MISSILE | RT- 1 CLASS 3 BALLISTIC | RA- 1 CLASS 2 ENERGY, 2 CLASS 2 MISSILE.



PROTECTOR: LA- 1 CLASS 1 ENERGY | LT- 1 CLASS 3 ENERGY, 2 CLASS 1 MISSILE | RT- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC | RA- 1 CLASS 1 ENERGY.

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-ASSAULT MECHS-

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-AWESOME-



AWS-8Q: LT- 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY.



AWS-8R: LT- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE | RA- 2 CLASS 2 ENERGY.



AWS-8T: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | LT- 1 CLASS 3 MISSILE | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.



AWS-8V: LT- 2 CLASS 2 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RA- 1 CLASS 3 ENERGY.



AWS-9M: LA- 1 CLASS 1 MISSILE | LT- 1 CLASS 3 ENERGY | HEAD- 1 CLASS 1 ENERGY | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 2 CLASS 1 MISISLE | RT- 1 CLASS 3 ENERGY | RA- 1 CLASS 3 ENERGY.



PRETTY BABY: LA- 2 CLASS 1 MISISLE | LT- 1 CLASS 2 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 MISSILE | RA- 1 CLASS 3 ENERGY.

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-VICTOR-



VTR-9B: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | LT- 2 CLASS 2 MISSILE | RA- 1 CLASS 4 BALLISTIC, 2 CLASS 1 BALLISTIC.



VTR-9K: LA- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY | LT- 2 CLASS 2 MISSILE | RA- 1 CLASS 4 BALLISTIC.



VTR-9S: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | LT- 1 CLASS 2 MISSILE, 2 CLASS 1 MISSILE | RA- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC.



DRAGON SLAYER: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 1 MISSILE, 1 CLASS 1 MISSILE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC.

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-BATTLEMASTER-



BLR-1D: LA- 3 CLASS 1 BALLISTIC | LT- 2 CLASS 1 ENERGY | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY.



BLR-1G: LA- 2 CLASS 1 BALLISTIC | LT- 3 CLASS 1 ENERGY, 1 CLASS 2 MISSILE | RT- 3 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY.



BLR-1S: LA- 1 CLASS 3 MISSILE | LT- 2 CLASS 2 ENERGY, 2 CLASS 1 MISSILE | RT- 2 CLASS 2 ENERGY | RA 1 CLASS 3 MISSILE.



BRL-3M: BLR-1G: LA- 1 CLASS 1 BALLISTIC | LT- 3 CLASS 1 ENERGY, 1 CLASS 2 MISSILE | RT- 3 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY.



BLR-3S: LT- 1 CLASS 2 MISSILE, 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY | RT- 1 CLASS 2 ENERGY, 2 CLASS 1 ENERGY | RA- 1 CLASS 4 MISSILE.

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-STALKER-



STK-3F: LA 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 1 CLASS 3 MISSILE | LT- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | RT- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1



ENERGY, 1 CLASS 3 MISSILE.



STK-3H- LA 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 1 CLASS 4 MISSILE | LT- 1 CLASS 2 MISSILE | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 1 CLASS 4 MISSILE.



STK-4N: LA 2 CLASS 2 ENERGY | LT- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | RT- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | RA- 2 CLASS 2 ENERGY, 1 CLASS 4 MISSILE.



STK-5M: LA 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 1 CLASS 3 MISSILE | LT- 2 CLASS 2 MISSILE | CT- 1 CLASS 2 ENERGY | RT- 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 1 CLASS



3 MISSILE.



STK-5S: LA 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, 1 CLASS 3 MISSILE | LT- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | RT- 1 CLASS 2 ENERGY, 1 CLASS 2 MISSILE | RA- 1 CLASS 2 ENERGY, 1 CLASS 1



ENERGY, 1 CLASS 3 MISSILE.



MYSERY: LA 2 CLASS 1 ENERGY | LT- 1 CLASS 4 BALLISTIC | CT- 1 CLASS 2 ENERGY | RT- 1 CLASS 2 MISSILE | RA- 2 CLASS 1 ENERGY.

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-HIGHLANDER-



HGN-732: LA- 2 CLASS 2 MISSILE | LT- 1 CLASS 4 MISSILE | RT- 3 CLASS 1 ENERGY | RA- 1 CLASS 4 BALLISTIC.



HGN-733: LA- 2 CLASS 2 MISSILE | LT- 1 CLASS 4 MISSILE, 1 CLASS 2 MISISLE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 BALLISTIC.



HGN-733C: LA- 1 CLASS 2 MISSILE | LT- 1 CLASS 4 MISSILE, 1 CLASS 2 MISISLE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC.



HGN-733P: LA- 1 CLASS 2 MISSILE | LT- 1 CLASS 4 MISSILE, 1 CLASS 2 MISISLE | RT- 2 CLASS 1 ENERGY | RA- 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY.



HEAVY METAL: LA- 3 CLASS 1 ENERGY | LT- 1 CLASS 4 MISSILE, 1 CLASS 2 MISSILE | RA- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC.

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-BANSHEE-



BNC-3E: LT- 1 CLASS 2 BALLISTIC, 3 CLASS 1 BALLISTIC | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY.



BNC-3M: LT- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY | HEAD- 1 CLASS 1 ENERGY | RT- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY.



BNC-3S: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 3 BALLISTIC | HEAD- 1 CLASS 1 ENERGY | LT- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY, 2 CLASS 1 ENERGY, 1 CLASS 2 MISSILE.



LA MALINCHE: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 3 BALLISTIC, 1 CLASS 2 ENERGY | HEAD- 1 CLASS 1 ENERGY | LT- 1 CLASS 3 MISSILE | RA- 1 CLASS 2 ENERGY.

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-ATLAS-



AS7-D: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 4 MISSILE, 1 CLASS 2 MISSILE | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RT- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC | RA- 1 CLASS 3 ENERGY.



AS7-D-DDC: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 4 MISSILE, 1 CLASS 2 MISSILE, 1 CLASS 1 MISSILE | RT- 1 CLASS 4 BALLISTIC, 1 CLASS 1 BALLISTIC | RA- 1 CLASS 3 ENERGY.



AS7-K: LA- 1 CLASS 3 ENERGY | LT- 1 CLASS 4 MISSILE | CT- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY | RT- 1 CLASS 4 BALLISTIC | RA- 1 CLASS 3 ENERGY.



AS7-RS: LA 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY | LT- 1 CLASS 3 MISSILE, 1 CLASS 2 MISSILE | RT- 1 CLASS 4 BALLISTIC | RA- 1 CLASS 3 ENERGY, 1 CLASS 2 ENERGY.



BOAR'S HEAD: LA- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY | LT- 1 CLASS 3 MISSILE | RT- 1 CLASS 4 BALLISTIC | RA- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY.

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Spoiler -LIGHT MECHS-

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-KITFOX-



KFX-PRIME: LA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, RA- 1 CLASS 1 MISSILE, 1 CLASS 2 BALLISTIC.



KFX-D: LA- 1 CLASS 3 MISSILE, 1 CLASS 1 MISSILE, RA- 1 CLASS 3 MISSILE, 1 CLASS 1 MISSILE.



KFX-S: LA- 1 CLASS 1 MISSILE, 1 CLASS 1 ENERGY, LT- 1 CLASS 1 BALLISTIC, RT- 1 CLASS 1 BALLISTIC, RA- 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY.

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-ADDER-



ADR-PRIME: LA- 1 CLASS 3 ENERGY, RA- 1 CLASS 3 ENERGY. CT- 'FIXED FLAMER"



ADR-A: LA- 1 CLASS 4 MISSILE, LT- 1 CLASS 1 ENERGY, RT- 1 CLASS 1 ENERGY, RA- 1 CLASS 4 MISSILE. CT- "FIXED FLAMER"



ADR-D: LA- 1 CLASS 2 ENERGY, LT- 1 CLASS 1 MISSILE, RT- 1 CLASS 1 MISSILE, RA- 1 CLASS 2 BALLISTIC. CT- "FIXED FLAMER"

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-MEDIUM-

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-NOVA-



NVA-PRIME: LA- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY, 3 CLASS 1 ENERGY, RA- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY, 3 CLASS 1 ENERGY.



NVA-B: LA- 1 CLASS 2 ENERGY, LT- 2 CLASS 1 BALLISTIC, RT- 1 CLASS 1 ENERGY, RA- 1 CLASS 2 BALLSITIC.



NVA-S: LA- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY, LT- 2 CLASS 1 BALLISTIC, RT- 2 CLASS 1 BALLISTIC, RA- 1 CLASS 3 ENERGY, 2 CLASS 2 ENERGY.

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-STORM CROW-



SCR-PRIME: LA- 2 CLASS 2 ENERGY, HEAD- 1 CLASS 2 ENERGY, RA- 2 CLASS 2 ENERGY.



SCR-C: LA- 1 CLASS 3 BALLISTIC, LT- 1 CLASS 1 ENERGY, RT- 1 CLASS 1 ENERGY, RA- 1 CLASS 2 ENERGY.



SCR-D: LA- 1 CLASS 4 MISSILE, LT- 2 CLASS 1 MISSILE, RT- 1 CLASS 1 MISSILE, RA- 1 CLASS 4 MISSILE.

_____________________________________________________________________

-HEAVY-

_____________________________________________________________________

-SUMMONER-



SMN-PRIME: LA- 1 CLASS 3 BALLISTIC, LT- 1 CLASS 3 MISSILE, RA- 1 CLASS 3 ENERGY.



SMN-B: LA- 1 CLASS 4 MISISLE, 1 CLASS 1 MISISLE, LT- 1 CLASS 1 MISSILE, RA- 1 CLASS 4 MISSILE, 1 CLASS 1 MISSILE.



SMN-D: LA- 2 CLASS 2 ENERGY, LT- 1 CLASS 1 BALLISTIC, RT- 1 CLASS 1 BALLISTIC, RA- 2 CLASS 2 ENERGY.

_____________________________________________________________________

-TIMBER WOLF-



TBR-PRIME: LA 1 CLASS 2 ENERGY, 1 CLASS 1 ENERGY, LT- 1 CLASS 4 MISSILE, 1 CLASS 1 ENERGY, CT- 1 CLASS 1 BALLISTIC, RT- 1 CLASS 4 MISSILE, 1 CLASS 1 BALLISTIC, RA- 1 CLASS 3 ENERGY, 1



CLASS 1 ENERGY.



TBR-C: LA- 2 CLASS 2 ENERGY, LT, 1 CLASS 3 MISSILE, CT- 1 CLASS 2 ENERGY, RT- 1 CLASS 3 MISSILE, RA- 1 CLASS 2 BALLISTIC.



TBR-S: LA- 1 CLASS 3 ENERGY, LT- 2 CLASS 2 MISSILE, RT- 2 CLASS 2 MISSILE, RA- 2 CLASS 1 ENERGY.

_____________________________________________________________________

-ASSAULT-

_____________________________________________________________________

-WARHAWK-



WHK-PRIME: LA- 2 CLASS 3 ENERGY, 1 CLASS 2 MISISLE, RA- 2 CLASS 3 ENERGY.



WHK-A: LA- 1 CLASS 2 MISSILE, 2 CLASS 2 ENERGY, RT- 1 CLASS 3 MISISLE, RA 1 CLASS 3 BALLISTIC.



WHK-B: LA- 1 CLASS 4 BALLISTIC, 1 CLASS 1 ENERGY, CT- 1 CLASS 1 MISSILE, RT- 2 CLASS 2 MISSILE, RA- 3 CLASS 1 ENERGY.

_____________________________________________________________________

-DIRE WOLF-



DWF-PRIME: LA- 1 CLASS 4 BALLISTIC, 4 CLASS 1 ENERGY, RT- 1 CLASS 3 MISSILE. RA- 1 CLASS 4 BALLISTIC, 4 CLASS 1 ENERGY.



DWF-A: LA- 1 CLASS 4 BALLISTIC, LT- 2 CLASS 2 MISSILE, RA- 3 CLASS 2 ENERGY.



DWF-B: LA- 2 CLASS 3 ENERGY, 2 CLASS 1 ENERGY, LT- 1 CLASS 2 BALLISTIC, 1 CLASS 1 BALLISTIC, RT- 1 CLASS 2 BALLISTIC, 1 CLASS 1 BALLISTIC, RA- 1 CLASS 3 BALLISTIC.

_____________________________________________________________________





WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN

DURATION



SMALL LASER

3

1

100

200

2

1

SMALL PULSE LASER

3.5

2

100

200

1.5

0.5

MEDIUM LASER

5

4

270

550

3

1

MEDIUM PULSE LASER

6

5

200

400

2.5

0.5

LARGE LASER

8

8

450

900

4

1

ER LARGE LASER

8

12

675

1,350

4

1

LARGE PULSE LASER

10

10

350

700

3

0.5

PPC

10

10

90-540

1,080

7

-

ER PPC

10

15

810

1,500

7

-

FLAMER*

0.70

3*

90

90

-

∞



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN

DURATION



AC/2

0.5

1

720

1,440

2

1

AC/5

1.5

1

620

1,240

3

1

ULTRA AC/5

1.5

1

600

1,200

3

1

AC/10

2.5

3

450

900

3

1

AC/20

5

7

270

540

4

1



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN



LB10-X

1 X 10

2

540

1,620

3



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN



SSRM 2

2 PER MISSILE

2

270

270

2

SRM 2

2 PER MISSILE

2

270

270

2

SRM 4

2 PER MISSILE

3

270

270

2

SRM 6

2 PER MISSILE

6

270

270

3

LRM 5

1 PER MISSILE

2

180-1,000

1,000

3

LRM 10

1 PER MISSILE

4

180-1,000

1,000

3.5

LRM 15

1 PER MISSILE

5

180-1,000

1,000

4

LRM 20

1 PER MISSILE

6

180-1,000

1,000

5



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN

DURATION



ER-SMALL LASER

5

2

180

360

2

1.75

SMALL PULSE LASER

5

2

180

360

1.5

1

ER-MEDIUM LASER

7

5

450

900

3

1.75

MEDIUM PULSE LASER

7

5

400

800

2.5

1

ER-LARGE LASER

10

12

890

1,780

4

1.75

LARGE PULSE LASER

10

12

600

1,200

3

1

ER-PPC

15

15

810

1,620

7

-

FLAMER*

0.70

3*

90

90

-

∞



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN

DURATION



AC/2

0.25

1

900

1,800

2

1.52

ULTRA AC/2

0.25

1

810

1,620

2

1.52

AC/5

0.625

1

720

1,440

3

1.52

ULTRA AC/5

0.625

1

630

1,260

3

1.52

AC/10

1.25

3

540

1,080

3

1.52

ULTRA AC/10

1.25

3

540

1,080

3

1.52

AC/20

2.5

7

360

720

4

1.52

ULTRA AC/20

2.5

7

360

720

4

1.52



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN



LB-2X

0.2 x 10

1

900

1,800

2

LB-5X

0.5x 10

1

720

1,440

3

LB-10X

1 x 10

2

540

1,080

3

LB-20X

1 x 20

6

360

720

4



WEAPON

DAMAGE

HEAT

RANGE

MAXIMUM RANGE

COOLDOWN



SSRM 2

2 PER MISSILE

2

360

360

3.5

SSRM 4

2 PER MISSILE

3

360

360

5.25

SSRM 6

2 PER MISSILE

4

360

360

7

SRM 2

2 PER MISSILE

2

270

270

2

SRM 4

2 PER MISSILE

3

270

270

3

SRM 6

2 PER MISSILE

4

270

270

4

LRM 5

1 PER MISSILE

2

180-1,000

1,000

3.25

LRM 10

1 PER MISSILE

4

180-1,000

1,000

3.75

LRM 15

1 PER MISSILE

5

180-1,000

1,000

4.25

LRM 20

1 PER MISSILE

6

180-1,000

1,000

5

While changing ECM from its current state would be a step in the right direction, the game will still be far from balanced. Again I will say my proposal. It covers more than just the ECM problem.-The Fundamentals--Convergence-Arm Lock must be removed entirely. If not possible, the mechanics must be changed so the arms on a Mech are not totally fixated dead center to the Center Torso's cross hairs. This means that the arm cross hair would stray a small distance from CT's cross hair. Basically having a more restricted arm movement. The point to this it to maintain damage spread between the arms and CT.Another issue is the cross hairs them selves. As a Mech moves, the cross hairs remain dead center in the HUD. This must be changed so that the cross hairs follows the Mech's every bob and weave as it moves. This in turn will spread the damage across a targeted Mech 's chassis. This is what we have now when we enter third-person view but not as elaborated.-Sized Hard Points-To maintain a balanced game, this must be implemented. Not only will it bring balance to Mech builds, but it will open up opportunities for un used Mech chassis, a key to make role warfare viable.Sized Hard Points will allow and disallow the instalment of certain weapons for a Mech depending on it's Chassis.This also must result in the removal of the current heat penalty system since cramming many large weapons together will be non existent for all Mechs and only those who were built around such weapons will be allowed to do so. Having the penalties will make those specific Mechs unviable (one example being the "Awesome" AWS-8Q).The Sized Hard Point System:Class 1- Used only for small weapon systems.-IS-Class 1 Weapon Systems:Energy: TAG, Flamer, Small Laser Family, Medium Laser Family.Ballistic: Machine Gun, AC 2.Missile: NARC, SSRM 2, SRM 2, SRM 4, LRM 5-CLAN-Class 1 Weapon Systems:Energy: TAG, Flamer, Small Laser Family, Medium Laser Family.Ballistic: Machine Gun, AC 2 Family.Missile: NARC, SSRM 2, SRM 2, SSRM 4, SRM 4, LRM 5Class 2- Used only for average sized weapons. Can accommodate Class 1 weapons of its respective type.-IS-Class 2 Weapon Systems:Energy: Large laser Family.Ballistic: AC 5, UAC 5.Missile: SRM 6, LRM 10-CLAN-Class 2 Weapon Systems:Energy: Large laser Family.Ballistic: AC 5 FamilyMissile: SSRM 6, SRM 6, LRM 10Class 3- Used only for large and heavy weapon systems. Can accommodate any Class 1 and 2 weapons systems of their respective type.-IS-Class 3 Weapon Systems:Energy: PPC, ER PPC.Ballistic: AC 10, LB 10-X AC.Missile: LRM 15-CLAN-Class 3 Weapon Systems:Energy: ER PPC.Ballistic: AC 10 FamilyMissile: LRM 15Class 4- Reserved for the largest and heaviest weapon systems and can accommodate all other Class sizes.-IS-Class 4 Weapon Systems:Ballistic: Gauss Rifle, AC 20Missile: LRM 20-CLAN-Class 4 Weapon Systems:Ballistic: Gauss Rifle, AC 20 FamilyMissile: LRM 20-INNER SPHERE Mech List with the Sized Hard Point System--CLAN Mech List with the Sized Hard Point System--EQUIPMENT--ECM Changes-ECM must be changed from a radar stealth field, information and guided missile denial system to an information denial system and guided missile counter measure.This means ECM will no longer make the user and those around them incapable of being targeted. Instead ECM will deny those who are targeting the user from transmitting their location information as well as an increase to target information gathering and missile lock-on times. Those within the 180m bubble will still receive the benefits but at reduced effectiveness, specifically target info gathering and missile lock on times.The systems that denied or bypassed ECM are also to be changed back. UAV, NARC, and Beagle Active Probe will no longer disable and or bypass ECM.BAP will instead allow the user who has it installed to detect an ECM user. This means that those who do not have BAP installed will not receive the "Low Signal" warning and cannot identify which mech is transmitting the ECM signal.PPCs and another ECM however will still be capable to disrupting an enemy ECM.ECM will also change how missiles behave. Instead of denying a lock on to LRMs and SSRMs, ECM will disable LRM and SRM ARTERMIS IV equipped enhancements turning them in to standard LRMS and SRMs. While on the other hand, standard LRMs and SSRMs will remain the same, but the moment they enter the ECM field their flight pattern will be scrambled and become erratic, leading to an increase to missile spread or even a possible miss on some missiles.-Balance to Weapons-All weapons must have an increase to their reload times. In turn most of the weapons values must change in order to reflect this change.-The problem with "Pinpoint Frontloaded Damage"-This flawed weapon mechanic that defines both Clan and IS Gauss Rifles, and IS PPCs is something that must be dealt with. This feature not only invalidated Lights and Medium mechs when pitted against larger mechs, but also reduces the kill times for larger mechs considerably.A recent mechanic found only on the Clan ER-PPC makes it's damage spread across three sections of a targeted enemy mech. While it indeed reduced the total front loaded damage it is still quite considerable, and this feature is not found on the IS PPC. One way to remove the "FLD" property of the PPC family is by converting the weapon to function similarly to either a laser or a pulse laser. If the properties are made, it can be made to have a short beam duration equal to a pulse laser. This will allow the pilot who is being fired upon to have a chance to spread the damage across other sections.Gauss Rifles are a different story. Even with the proposed Sized Hard Point system, there would still be mechs capable of loading up to two of these. The latest limitation of having a mech fire only two at a time was a step in the right direction, yet it would still mean that a targeted opponent would receive a whopping 30 points of damage.In order to spread this massive damage the weapon needs to fire in bursts as well. It wouldn't be far fetched if the weapon could fire multiple slugs out of it, this would give reason to having to charge the weapon. This would mean that both IS and Clan Gauss Rifles would fire four slugs in .75s, each one dealing 3.75 pts. of damage.An increase to the cool down of these weapons to seven seconds should make it less of a hassle in addition to limiting a mech to firing only one of each (PPC/Gauss Rifle) at a time instead of two.Autocannons:The addition of Clan weapons introduced a much needed balance feature of burst fire auto cannons. While it was a step in the right direction, the Inner Sphere Autocannons must have this feature implemented to them.As to make both factions AC weaponry feel different, the general rule of having Clan weapons having extended damage over time should be in effect.Standard Burst Fire mode models for Inner Sphere:AC 2: Fires a burst of four rounds dealing 0.5 damage in 0.25 seconds each.AC 5: Fires a burst of four rounds dealing 1.5 damage in 0.25 seconds each.AC 10: Fires a burst of four rounds dealing 2.5 damage in 0.25 seconds each.AC 20: Fires a burst of four rounds dealing 5 damage in 0.25 seconds each.Standard Burst Fire mode models for Clans:AC 2: Fires a burst of eight rounds dealing 0.25 damage in 0.19 seconds each.AC 5: Fires a burst of eight rounds dealing 0.625 damage in 0.19 seconds each.AC 10: Fires a burst of eight rounds dealing 1.25 damage in 0.19 seconds each.AC 20: Fires a burst of eight rounds dealing 2.5 damage in 0.19 seconds each.If and when manufacturers are added, more types of burst fire models could exist.Ballistic Arcing:Current ballistic arcing barely exists for auto cannons. To further define auto cannons from other weapons, an increase to the ballistic arcing on them must be added.To make this feature user friendly, auto cannons would begin their ballistic arc once they reach their maximum range and then begin to drop to the ground for every meter on their path to the maximum effective range.-Missile Weapons-New launching mechanic:With the addition of Clan LRMs, staggered fire is now possible. Although only the C-LRMS have this feature, it should be a feature on all missile based weapons (SRM and SSRM).To maintain a difference between both IS and Clans, Inner Sphere launchers should fire in salvos:LRMs will fire in sets of Fives.SRM and SSRMs will fire in sets of Two.All Clan missiles should fire in a stream.Further LRM changes:The way the LRMs pick their targets must change to the same way SSRMs pick their target but not as randomized. Meaning each missile will have a designated target upon successful lock on.This should apply to both Clan and IS.LRM Damage Spread:Standard:LRM 5: 1 L. Arm, 1 R. Arm, 1 L. Torso, 1 R. Torso, 1 C. Torso.LRM 10: 1 L. Arm, 1 R. Arm, 1 L. Leg, 1 R leg, 2 L. Torso, 2 R. Torso, 2 C. Torso.LRM 15: 2 L. Arm, 2 R. Arm, 1 L. Leg, 1 R leg, 3 L. Torso, 3 R. Torso, 3 C. Torso.LRM 20: 3 L. Arm, 3 R. Arm, 2 L. Leg, 2 R leg, 3 L. Torso, 3 R. Torso, 4 C. Torso.With ARTERMIS IV FCS:LRM 5: 2 L. Torso, 2 R. Torso, 1 C. Torso.LRM 10: 1 L. Arm, 1 R. Arm, 3 L. Torso, 3 R. Torso, 2 C. Torso.LRM 15: 2 L. Arm, 2 R. Arm, 4 L. Torso, 4 R. Torso, 3 C. Torso.LRM 20: 3 L. Arm, 3 R. Arm, 5 L. Torso, 5 R. Torso, 4 C. Torso.There would be 1% chance for each missile to be assigned a lock on to the Head when lock on is achieved, with our without ARTERMIS IV.Dumb fired LRMs will follow their arcing and straight flight pattern corresponding to their launcher.-New Weapon Values based on the proposed changes--INNER SPHERE-Energy Weapon Values:*Flamer's lack of reload keeps it where it stands now with the exception that it will produce 1 heat units per 0.5 seconds on the target and 3 heat units per 0.5 seconds on the user(regardless if the weapon is hitting a target or not). This should prevent stun locks.Standard Burst Fire Auto Cannons:LB-X (Damage per pellet):Missile Weapon Values:-CLANS-Energy Weapon Values:Standard Burst Fire Auto Cannons:LB-X (damage per pellet. All will fire 10 pellets. LB20-X will fire 20 pellets):Missile Weapon Values:-THE HEAT SYSTEM-- Heat Management-Currently, the only penalties to heat is an instant shutdown when going beyond the, some what forgiving, heat threshold and damage over to the internal structure of a mech when shut down due to overheating. This needs to be addressed. As it apparently stands, the heat threshold increases with every added heat sink. This has to be changed so that the threshold is static.As demonstrated in this graph based on in game numbers there is one essential component missing from the Heat System:%20http://www.jobi.org/images/HeatScales.jpg%20Heat penalties are key in avoiding constant alpha striking currently plaguing the game. Following the chart, one can take in to account the following penalties:Fixed modifiers on speed. Increasing with heat generated.Fixed modifiers on torso and arm movement/convergence. Increasing with heat generated.Chance of ammunition explosion upon reaching: 65% heat on single heat sinks, 87% heat on double heat sinks.-New Numbers for Heat Sinks-For heat sinks to work properly under the new system the numbers must reflect it.As it stands now, Single Heat Sinks dissipate 1 heat over the course of 10 seconds, resulting in a heat dissipation of 0.10 heats per second. This is fundamentally flawed, both for the current game and this proposed system.For the heat sinks to work the numbers must be raised to reflect the re-fire rate of weapons. The new numbers are as follow:Single Heat Sinks:1 heat over 5 seconds. A 0.20 heat dissipation per second value.Double Heat Sinks:2 heat over 5 seconds. A 0.40 heat dissipation per second value. An alternative to Double heat sinks following the current model that can also work could be 1.75 heat over 5 seconds, a0.35 heat dissipation per second value.The values are the same weather the heat sinks are part of the engine or not.-Comments-This feedback arose from hours of game play experience in MW:O since closed beta, current and past user feedback and the hope to fix the balance problems on the only modern Mech Warrior simulator game.These changes were made to complement one another. One can't work without the other. So in order for this proposal to work, most, if not all of these must come out together.Sources:Mech and weapon stats:Heat Sink info:Discussion of Heat System: