Some thoughts i decided to drag over from the dev update thread.
Ready assets:
I'd like to see dual PN-223 be viable. Frontloaded enough not to be useless for corner poking and midrange engagements around cover.
I'd also like to see dual Heat on a C-class with shields and failsafe as starter items.
I'd like to see the proximity Tow find its way onto reworked Fred, as we have too many sustain + Tow. IMO Fred needs some love and to resurrect as another noob friendly mech to stand against the twin seekers (too many don't use airburst on standard Tow).
I'd like to see stepping on turrets cause some damage. Preds and milge players need to consciously choose to take the hit, otherwise move away.
Assets to develop:
I'd like to see a Heat Cannon variant that charges to fire a triple volley rather than larger (like it's the lovechild of Heat and EOC).
I'd like to see a GL variant that rapidfires small high-velocity 'nades or charges to fire a mirv cluster (faster charging but lower damage than Corsair-KLA)
I'd like to see a twin-slug-cannon that increases RoF by alternating barrels or can fire both at once by charging (lovechild of Hawkins and T32)
(chargeable or frontloaded weapons IMO are a fun compromise of sustain v burst, and can be noob friendly and hopefully viable in high tier)
I'd like to see internals to hide you from scanners when you are just walking, and an internal to reduce duration of ISM/EMP.
I'd like to see a weapon that debuffs speed from targets (and trolls veteran milge) + I'd like to see internals that reduce effect of debuff weapons.
I'd like some more variety of deployable AoE charges, Anti-repair, redox/vulnerability, magnetic/slowness (anti-debuff internal also mitigates).
IMO, if we end up getting CTF mode, we need a way to slow the flag runner, and ways to disrupt the meta in general.
Any worthwhile arguments for/against??
Cheers,
6ixxer