First off, the Clan Laser nerfs... The added heat that you get from firing these puppies off have rendered mechs that were supposed to be at least feasible as near unusuable "trash mechs", such as the Nova. I think the heat generation for these weapons need to be scaled down to a more reasonable level. And the duration for these is unreasonable. Why should a clan ER medium laser have to be held on target for as long as an IS ER Large Laser while generating nearly the same heat and two points less in damage at 45 meters shorter than a large? I mean, is that really neccessary? Why not apply the same idea used to differentiate IS Large Lasers from IS ER Large Lasers? Add only slightly more heat to the base IS Medium Laser generation and only .15 more in duration in addition to the IS Medium Laser's duration.
IS Auto Cannon range nerfs... This one baffles me. Naturally a ballistic weapon would retain more energy at further distances because of the physical forces at play; the kinetic energy used to fire a projectile downrange. Whereas with a laser you have to concentrate a beam of energy. Its range is highly depended on the power of the laser in question in order to effectively burn into its target. Get far enough away, and you might as well be using a laser pointer. Where as a bullet or shell can travel for miles before hitting something and transferring the destructive energy into it. It's why battleships even after the second World War were pretty much used as artillery platforms. It's very silly to me that when you wield an AC-20, you've got essentially a single barrel battleship cannon that can only be used effectively at knife range. Doesn't make sense whatsoever. I pretty much consider ballistics to be a counter to energy builds that are deadlier at close range.
And last but not least... Ghost heat. A nerf that was introduced back in the days where you could wind up in a match with 12 quad PPC wielding Stalkers for all you knew. Back when 3-3-3-3 or weight class based matchmaking was just a pipedream. In my eyes, this didn't hurt so much the big guys as it did what I'd call firesupport mediums like the Hunchback 4P. The ability to bring all its weapons to bear (most often 9 medium lasers) against heavier enemies died when ghost heat was introduced. After that Hunchback pilots had to keep their hands off the alpha strike button, the higher than normal heatspike that came with it made it impossible to finish a mech with an alpha strike in combat without overheating and shutting down and subsequently getting pounded into oblivion by responding hostiles. And after the clan laser nerfs with ghost heat on top, the Nova was effectively neutered. The thing is I think ghost heat had some unintended consequences, larger than PGI anticipated. I've seen the ability to mount multiple PPCs on a medium or a bunch of lasers as an equalizer. With ghost heat active, they're just dead weight; too heavy to scout, and too light to matter. Which is why I think it's time they consider dropping ghost heat altogether.
What are your thoughts?
Edited by NonVictim, 25 March 2015 - 04:17 PM.