Stuff I’ve managed to put together:
Atlas: +1 accuracy penalty, 10% stability damage taken increase to all enemies within 800m. +.5 signature.
King Crab: -1 accuracy bonus, 10% stability damage reduction to all lancemates.
Awesome: +4 ppc heat damage, -5 ppc heat. Intend to tweak to +6 heat damage, -3 ppc heat.
Highlanders: DFA self damage reduction.
Battlemaster: Command Cockpit. +4 morale, +1 cockpit reinforcement, +50m view distance, +10 head internal structure.
Catapult: +6 heat dissipation, +.07 visibility, 0 tons, 2 slots, 1 each side torso. Doing the fancier % idea I had turned out to be a pain. Prototype ability for space mechs. (-4 per lights, -5 meds, -6 heavies, -7 assaults)
K2: -5 PPC heat, + 15 PPC stability damage. Need something for missile catapults, maybe drop the heat reduction on PPCs. Also give bonus to Panther.
Locust: increased turn radius, +30% short range increase, 180m aura gives +2 difficulty to melee allies.
Quickdraw: screwed with movedef, it can definitely walk where other mechs cannot. Increased turn radius, slightly increased DFA self damage. +20 base stability.
Todo:
Figure out how to affect dlc mechs.
Javelin: -20% short range (yes minus) +30% damage, reduce detection ranges to make Javelin sneaky.
Cataphract 4x 3.5% DR modules.
Jenner, Crab, Stalker: space mech bonus.
Fast Banshees: +10 move.
Victor: jump distance, crit bonus.
Jagermech: flat 1 evasion pip ignore.
Faction Pride mechs: Enforcer, Vindicator, Zeus, Dragon. Built in +3 hit defense gyro, damage bonus to weapons carried in stock configuration. Other tweaks (melee for Dragon, see if ac/10 ammo carried can be tweaked for Enforcer to get it back to 10 shots.)
Thunderbolts: -20% melee damage reduction. (Reduce Artillery damage too?)
Ideas need refinement:
Commando (messing with Sensor Lock has not been fruitful). Quickdraw style mobility improvements? Terrain penalties aren’t in movedef.
Orion: durability increase- maybe reduced structure damage? Not sure how to implement. Would become only mech that can’t be TACed by Gauss Rifle. Also/additionally huge accuracy penalty to hit Orion with machine guns, idea is it’s so durable mgs just bounce off, even if armor is gone.
Griffin: Sarna has interesting line about shoulder armor baffles protecting cockpit. Is there a way to mess with the side hit tables? Generic Head damage immunity way too powerful, also would need to apply to 4N.
Wolverine: slight vision penalty since the cockpit is notoriously bad. Sensor range boost to compensate? Needs some other minor boost to keep up with Griffin/Shadowhawk.
G Back: something small, like a -1 or 2 recoil reduction. You’ll notice it with a rookie pilot, and you’ll notice it with an elite pilot if you stick a UAC 10/20 on there.
Pback: generic laser heat reduction, -1 or -2. Kinda boring though.
Shadowhawk: see if possible to reduce cost to use morale abilities by ~5 or so. Already has boosted melee damage.
Centurion: sensor range, signature boost. DR gear (5-10% tops) on shield arm? Go with the guard mech concept. Maybe spotting distance, visibility boost as well.
Firestarter: minor heat damage taken reduction, not sure how to implement.
Grasshopper: minor JJ range boost, some bonus that doesn’t step on PXH or Victor.
Blackjacks: ac/2 damage boost, not sure what to do to the DB to compensate.
Haven’t hit on an idea that really grabs me:
Spider
Black Knight (originally carried an active probe, but that could cause problems). Actually I got an idea I really like in concept but goes against lore/timeline. Give Black Knight -20% energy damage reduction, 20% increased melee damage (and artillery if easy to code) taken. Simulates reflective armor, makes it an energy boat that hunts energy boats. Not in the timeline though, doesn’t go with mech fluff.
Awesome 8T (original idea too complicated)
Slow Banshee
Other things implemented:
Firing energy weapons increases units spotting visibility.
Being hit with PPCs impairs sensor range, not just accuracy.
To implement:
Carrying LRMs increases unit’s sensor signature.
Firing LRMs increases visibility.
Firing PPCs and Gauss increases sensor signature.
Partially figured out:
Extended Sensor Range (needs to not affect the sensor indicator otherwise it’s hard to tell what you can and can’t sensor lock).
Rebalance detection and signature by unit weight and class. Let light mechs be sneaky.
Tweak energy weapon + damage bonuses down slightly so inflation doesn’t result in 45 damage!!! for 1 ton ER Medium++. Something like 25/28/32 Medium 32/35/39 ER medium. Let the poor Large Laser hang on to the 40 damage breakpoint in its range bracket, since that’s all it has left (maybe bump up short range a bit too?)
Look at ER laser heat generation if implemented. Before they sucked. Now they’re crazy good. Find middle ground.
UAC/2 Base damage to 22/26/30.
General thoughts:
Units with low signature have base sensor range. Units with improved sensor range also increase their base signature.
Units with low spotting visibility have base spotting distance. Mechs with increased spotting visibility (big mechs) have corresponding increase in spotting range.