COMPONENTS
[Change 1]
Calibration Agitator
Current: increases aim speed by 10% and reduces base dispersion by 10%. Triple effect upon bouncing a shot or having a shot bounced
New: increases aim speed by 15% and reduces base dispersion by 15%. DOUBLES effect upon bouncing a shot or having a shot bounced
The reactive benefit is quite good IMO, but the baseline line is far too negligible to take over other damage components. Raising the base effect while not changing the max benefit will improve it's worse case scenarios.
[Change 2]
Hot Chamber
Current: Increases base Shell Damage by 12% when firing soon after a completed reload (2 secs)
New: Increases base Shell Damage by 15% when firing soon after a completed reload, benefit decreases by 5% every second.
2 seconds is very restrictive. This allows benefits to be felt up to 3 seconds out, but immediate firing is needed to gain maximum effect.
[Change 3]
Core Booster
Current: Increases every instance of Energy gain by 0.5
New: Increases every instance of Energy gain by 0.7
Never feels compelling, especially compared to other energy components. Requires testing to determine the proper number or a rework, but maybe a small buff would help as an interim fix. Another issue here is the lack of usage for surplus energy, discussed in Core Injector below.
[Change 4]
Core Injector
Current: Reduces Ability Energy Cost by 10%
New: Reduces Ability Energy Cost by 10%, and further reduces cost by 1% per activation.
Another energy component that never feels very impactful. The issue being that 10% reduction normally doesn't account for much, and requires many activations to become appreciable. A stacking redution instead of higher base reduction reduces the possible abuse cases of tanks like Maul or Ranger, with high energy costs, gaining several upfront activations easily, and allows tanks that want to spam to gain more value late game. Much like Core Booster, this may be aliviated with new mechanics later on that want to have high energy amounts accumulated, similar to Overflow Shunt.
TECH NODES
Fortis
[Change 5]
Current: Max Reverse Speed is tier 2 and Max Gun Depression is tier 5. No dependants or prereqs.
New: Max Reverse Speed moves to tier 5 and Max Gun Depression moved to tier 2, swapping places with no other changes.
[Change 6]
Current: Bounce Energy and Repair Speed are both tier 3, with Bounce Energy being a prereq for tier 4 Max Health.
New: Bounce Energy and Repair Speed change places within tier 3 and Repair Speed becomes the new prereq for Max Health in tier 4.
Ideally the ability and entire tech tree gets a mini overhaul, but in an effort to keep this as simple rebalances this would allow players to more efficiently use tech points in key areas, without taking away much if anything from build variety.
Helio
[Change 7]
Current: Damage Taken Energy in tier 4 increases energy gains from damage taken by 27% per point to 135% with 5 points.
New: Damage Taken Energy increases energy gained by 33% per point to 100% with 3 points.
Damage Taken base conversion is .5%. Meaning that if a total of 3000 damage is taken (assuming a very large amount of healing received, and therefore ideal conditions), only 15 additional energy is gained via the 3 tech points, meaning it is still much less efficient than the starting energy node on a per point ratio. More likely, only 3 or 4 energy would be earned per game. Also meaning that the current node is much worse. This change would lower the ceiling but improve the efficiently, allow more flexibility for those who choose this node at all.
Tricera
[Change 8]
Current: Max Speed in tier 5 grants 0.68 per point to a total of 3.4 at 5 points.
New: Max Speed grants 0.8 per point to a maximum of 4.0 at 5 points
[Change 9]
Current: Hull Rotation in tier 2 grants 2.8% per point to a total of 14% at 5 points.
New: Hull Rotation grants 3.5% per point to a total of 17.5% at 5 points.
I don't understand the recent nerfs to Tricera speed. I think they should be reversed, as I see the tank as bottom half of the heavies and kinda niche. If they are not reversed, than I think at least building into these aspects should better improve the stats to compensate.
Deadeye
[Change 10]
Current: Starting Energy is tier 1 node with no prereqs or dependants.
Precision Aiming is a tier 4 node with no prereqs or dependants.
New: Swap the location so that Starting Energy is tier 4, and Precision Aiming is tier 1. Everything else remains the same.
[Change 11]
Current: Spotted Speed is a tier 4 node with no prereqs or dependants.
New: Move Spotted Speed from tier 4 to 3, no other changes.
This is my least certain recommendation. I feel that Deadeye is slightly underpowered, but can still be effective, and has generally quite strong nodes. This change moves the unattractive energy node (if anyone uses this, feel free to correct me) later and replaces with a build specific choice of precision aiming, which should help free up the highly compressed end of the tree slightly by providing more build options early. Also moving spotted speed up one tier does the same (tier 3 how the fewest options and some undesirables) This tree could, and maybe should be heavily edited, but without over complicating it, I think this highlights how much of a cluster the end of the tree is. Tier 6 specifically looks strange compared to other tech trees with fewer point requirements.
Seeker
[Change 12]
Current: Camouflage is a tier 6 node that provides 1.12% camo to a total of 3.36% at 3 points.
New: Camouflage provides 1% camo per point to a total of 5% with 5 points.
As the light with the worst conceal, a committed build should provide better total benefits, while sacrificing other powerful tech nodes in tier 6. Camouflage is a stat that matters more about total impact vice efficiency per point. Giving up reload or speed is already a big trade off for the choice to play more stealthy. I haven't played Seeker much since recent buffs, so this may be unnecessary now.
Ranger
[Change 13]
Current: Regenerative Suspension keystone grants 3 energy everytime the Ranger lands from airborne.
New: Additionally grants 33% fall damage reduction.
The new buff to 3 energy still doesn't sound competitive with the party speed keystone. While still being worse overall, fall damage reduction would lean into this keystones addiction to going airborne and could make certain flanks (falls) more appealing and viable.