CORE
-69U core increase VS MG response to 65+, VS MG angle increase to 65 as well.
-UA core drain increase and increase weight slightly to 1350+, Break vulnerability increase from 192 to 200
-UL2 energy def reduce from 397 to 375ish
-ICURUS OB speed increase to 30000.
-HELIOS OB acceleration increase to 590+, (response to ICURUS)
-RAKAN OB discharge heat decrease to 5000ish.
-ATLAS OB acceleration increase to 500+ , OB drain decrease to 7500+
-/U core OB acceleration increase to 500+, improve OB speed or reduce OB usage drain drastically 25000+ or 6000+ respectively
-U5 improve VS MG response to over 80+, improve angle as well. (niche core at least)
-URANUS EO increase accuracy by decreasing spread rate and improved velocity.
-CR-C98E2 EO increase accuracy by decreasing spread rate and improved velocity.
ARM
-LORIS shell and energy defense nerf to 300/260+, AP decrease to 1500+ >
-improve all heavy arms by reducing all aim adjust by 3, increase aim accuracy of all heavy arms, AG arms aim accuracy to 290 only, making them similar inline proportion to LEMUR (an actualy HW arm)
LEGS
-DINGO2 stop being a disguised steriod LW leg, nerf stats to be closer to MW legs
-All heavy weight legs improved to be similar to FA in proportion.
RIGHT ARM WEAPONS
as for MGs we could classify them into 2 groups
highdamagelowammo and normals
high damage burst (assuming they are all very accurate hitters at 150-200 range with similar improved spread and velocity)
-pixie (least spread and highest velocity, 360 ammo with 40 clip)
-WR69M (least spread & high damage 360 ammo with 40 clip, this and pixie should be the best weapon for a dropper)
-WH79M2 (Higher damage than 69M for more weight)
-Finger (hanger burst type with less ammo and weight, imagine hangared NIX)
-NIX (High burst damage a bit less accurate 150 range only but deals better burst damage than 79M2)
-SILKY (energy weapon, and doesnt eat energy as much as shade so therefor lesser usage drain, decrease its usage drain to 900)
-WL74M (left version of 69m)
-FAIRY (Left version of pixie)
-Sylph (Hangar version of Pixie)
normal (less burst damage capability, less accurate than above, no major nerf/changes needed, but high ammo, with improved spread and velocity but inferior to above)
-PIXIE2 (same velocity,spread, range etc as pixie3)
-Pixie3 (ammo to 700-600) (basis for all MGs)
other hand weapons
-RLA ammo increase to 80, mag clip increase to 5.
-CR-WR69R weight decrease to 335
-CR-WR76RA weight decrease to 590-580
-WR10R-MOLD clip load increase to 15, projectile velocity increase to 990, weight decrease to 400
-WH01R-GAST clip load increase to 15, projectile velocity increase to 990
-CR-WR76RA weight decrease to 580.
-CR-WR84RA2 clip reload time nerf to 135.
-Burst rifles shoots 3 bullets simultaneously (similar or faster than how glock burst fires in counterstrike)
-CR-WR88RB projectile speed increase to 1080
-WR14R-PHANTOM projectile speed increase to 1000
-SHADE ammo decrease to 50.
-SKULL ammo increase to 112 (its just 12 more shots really.)
-SKULL2 ammo increase to 76
-SPIRIT damage increase to 3000, ammo decrease to 24, heat increase to 18000, usage drain increase to 9500
-BP bazooka weight increase to 1400.
-CR-WR76B, CR-WR81B2 Bazookas projectile speed increase to 980.
-CR-WR76B range increase to 400+
-Flame throwers deal damage similar to AC3 and other previous AC series instead of just applying heat.
-Burst rifles shoots 3 bullets simultaneously (similar or faster than how glock burst fires in counterstrike)
-PYTHON increase velocity to 1300.
BACK UNITS
-CR-WB69M ammo decrease to 30, velocity nerf to 560-
-CR-YWB05MV2 damage increase to 1350 to be same with other MV vertical missiles
-MAGORAGA spread normalize to other micros
-WB85MPX large missile is uninterceptable by core AMS, ignores decoy, can only be countered by SUIGETSU, RURI and RENGA (that can also miss).
-All Stealth missiles cannot be detected on radar, cannot be intercepted by core ams, cannot be decoyed, change color to blue (make different missiles distiguishable, like in AC1)
-Hi ACT missile lock speed same as small missiles, change color to red. (make different missiles distiguishable, like in AC1)
-Cluster missiles mechanic change from flying high to dropping bombs into flying towards and spraying cluster forward.
-all ground torpedo missile pods (including extensions) now floats a little bit higher similar to AC2.
-CR-WBW89M and CR-WBW94M2 dual missiles are now using medium missiles, so damage is around 1150-1350, velocity increase to 600.
-CR-WBW89M ammo increase to 36, weight increase to 1194.
-CR-WBW94M2 weight increase to 1545.
-CR-WB87LG damage increase to 1300-1400+
-CR-WB03LGL2 damage increase to 885, mag reload time increase 90.
-CR-WB69CG increase weight to 600.
-CR-WB72CGL weight decrease to 400, decrease drain to 3200, ammo clip reduce to 200, clip reload time nerf to 200.
-CR-WB03CGH weight increase to 800, clip reload time nerf to 180.
-CR-WBW78C clip increase to 20, clip reload time nerf to 170
-all Back mounted chainguns should have ZERO SPREAD and all increase clip to 40, all velocities universalized to 830.
-WB09PU-LAMIA projectile speed increase to 920
-WB25PU-LAMIA3 ammo increase to 60
-all pulse cannon lockbox change to "special"
-HARPY ammo reduce to 12, weight reduce to 400ish
-HARPY 2 ammo reduce to 24 weight increase to close 800
-GERYON ammo decrease to 20, firing interval slower to 90.
-CERBERUS damage increase to 2000, velocity 1150
-WB30Q-CHIMERA projectile increase to 1150+
-ECHIDNA weight tone down to 800ish, spread of missile improve to hit the target accurately
-ECHIDNA2 weight tone down to 450ish, spread of missile improve to hit the target accurately
-YASYA cannon now tracks and drone firing range increase.
LASER BLADE
-bring back air blade tracking