Current ability:
Precision Overdrive
Greatly increases the accuracy of all weapons for a short duration. Precision Overdrive has a 45 second cooldown.
The Reaper's special ability currently performs either as a situational damage buff between the range where primary weapon bullet spread begins to contribute to missed shots and the range where primary weapon damage begins to be reduced due to falloff or as an accuracy boost to the Ke-Sabot in close quarters.
The key flaw with the Reaper's ability is how differently it affects AM-SAR and Hawkins-RPR users versus Slug rifle users. Both the AM-SAR and Hawkins-RPR have bullet spread which decreases their efficiency at longer ranges. The ability greatly decreases bullet spread for both of these weapons which increases their potential long-range damage, and completely eliminates spread on the Ke-Sabot. The Slug rifle has no bullet spread, so it only benefits from the elimination of bullet spread on the unscoped Ke-Sabot. However, the Reaper's scope also eliminates spread on the Ke-Sabot while additionally providing a significant damage modifier to the Ke-Sabot's damage. This makes the special ability redundant with (and worse than) the at-will scope.
Changes to the Reaper's special ability should focus on increasing its utility regardless of which primary weapon is chosen.
Option 1: Tweak the ability
Precision Overdrive
Greatly increases the accuracy of all weapons and all weapons do full scoped damage for a short duration. Precision Overdrive has a <45 second cooldown.
The first option is to make small changes to the current ability so that it is more generally useful. By having weapons do full scoped damage, the ability serves as a bonus to awareness for Slug Rifle users (providing them access to the full damage output the scope offers without the penalty to field of view or lack of radar) while still providing the mid-long range damage boost to Reapers who choose the AM-SAR or Hawkins RPR. The cooldown should be reduced substantially to allow Reaper pilots to make full use of it, even though it doesn't have the same battle-changing effects of other mechs' abilities.
Option 2: Toggle ability
Precision Overdrive
Increases the accuracy and heat generation of all weapons while toggled ON. Decreases the heat generation of all weapons while toggled OFF. Precision Overdrive can be toggled every X seconds.
A second option suggested by Xacius on Twitch is to replace the Reaper's ability with a toggle option: toggle on for increased accuracy unscoped and slightly more heat gen, off for reduced heat gen but more weapon spread. This option is a significant departure from the game's current ability paradigm; the versatility offered by switching between passive modes may be difficult to balance with the distinct temporary benefits offered by other abilities in the game.
Option 3: Replace the current ability
Electronic Countermeasures
Remain invisible from radar for a short duration. Electronic Countermeasures has a XX second cooldown.
Similar to the Infiltrator's ability, this alternate ability would benefit the Reaper as a skirmishing marksman by allowing Reaper pilots to quickly redeploy and fire along flanks without alerting enemies. This benefits AM-SAR and Hawkins-RPR Reapers who's optimal range (before falloff) is within radar range of most enemies, as well as Slug Reapers who typically find themselves within this range anyway. Radar invisibility can also help in close-range duels and low-health retreats.
Speed Reload
Increases the fire-rate of all weapons for a short duration. Speed Reload has a XX second cooldown.
Suggested by FakeName, this ability would complement the Ke-Sabot and establish the Reaper as a DPS-oriented variant of the Sharpshooter. Reaper pilots would need to be cautious of how rapidly their weapons overheat with an increased rate of fire. AM-SAR and Hawkins-RPR Reapers would benefit most from increased DPS while Slug Reaper would benefit from a faster time-to-kill against certain mechs than the Slug Sharpshooter.
Target Acquired
Marks a target for X seconds. Marked targets are revealed on radar and take Y% extra damage from all damage sources. Target Acquired has a XX second cooldown.
Suggested by MomOw, this alternate ability would let the Reaper capitalise on fulfilling an offensive support role. Slug Reapers would benefit from increased burst damage while AM-SAR and Hawkins-RPR Reapers would be able to capitalise on increased DPS. All Reapers would be able to take advantage of the team support options this ability provides.
Penetrating Shots
For X seconds, KE-Sabot shots pierce through mechs and shields. Penetrating Shots has a XX second cooldown.
Suggested by Amidatelion, this alternate ability would give the Reaper "some killer shield play options." However, this ability may be even more situational than the Reaper's current ability; if you don't bring barriers or shields (limiting Item choice), then it's possible that your ability simply won't have an effect for a match.
Edited by brackets, 14 November 2015 - 10:52 PM.