FupDup, on 27 May 2015 - 04:19 PM, said:
The CERLL is maxed out, any longer than 1.5s just won't work. The rest could maybe see a small bump up (like, no more than +0.1s, depending on which specific one), but I don't want to make them into facetank derp guns. :\ I don't want heat increases because certain chassis will have a hard time fitting enough sinks to make up for it. I don't want to use just range reductions (maybe small ones, but nothing drastic) because those would make their overall "feel" similar to IS lasers...perhaps too similar. So, that leaves the raw upfront damage.
The ERML and CLPL are the biggest outliers to be sure, but they're not the only ones that mostly beat their IS counterparts. Also, hitting just those two alone could have some others rise up to take their place.
On a side note, keep in mind that the IS regular LL has always been a somewhat mediocre weapon, even before the Clans got added. The Clan invasion just highlighted it more drastically with weapons that point and laugh at it. I don't think the current, unquirked IS LL is a suitable baseline for lasers in general.
PS: And yes, some future tech would help. I personally want Light ACs, Magshots, AP Gauss, and Protomech ACs so that mechs under 65 tons with ballistic hardpoints don't have to feel so shafted...
I'm not suggesting all Clan lasers get their durations increased, though. The C-ERLL is actually only a tenth of a DPS better than the IS ERLL as it stands, and I'd sooner reduce the C-ERLL burn to 1.4 seconds and the IS ERLL to 1.15 seconds (7.86 and 7.83 burn dps, respectively) than increase C-ERLL at all. The IS ERLL (and all IS ER lasers) would also need a moderate range advantage to truly compare 1 to 1 with the C-ERLL, Lower damage potential at optimum, greater poke range at the extreme edge, and damage parity in the middle. Given generally slower speeds on IS 'Mechs, I think that's very fair, and Clans still retain better damage and range per ton spent.
And you are right, there are others that will rise, notably the C-MPL and maybe the C-ERSL. The C-ERSL has 5 dps over a burn but is 200 meters, though, and that is a hefty, hefty drawback. Nobody seriously uses IS Medium Pulse when they are 220 meters even if they've got the tonnage because it's generally a critical handicap on anything that isn't running faster than 100 kph. As for the C-MPL, it's got good range and amazing punch per ton, but has slightly less damage over duration than an IS Medium Pulse and operates within IS standard laser ranges. It can be much more easily replied to with Inner Sphere gear than a C-ERML build, and cool-running standard MedLas with 297 meters on the module and 3 heat would be about equivalent when joined with one or two LPL. 330 meters is the edge of brawling range, and another 30 meters can be probably be closed even with IS engines. I think only minor adjustments would be required to C-MPL, and if LFEs, X-Pulse, LPPC, HPPC, Magshots, and LAC join us, they might even need help. All of the Clan stuff might need some help!
I'm also not really using the stock LL as a baseline, because I also think it's pretty terrible. I'm using the STK-4N quirked one and so was PGI. It is the closest thing the Inner Sphere have for an answer to the combination of C-LPL and C-ERML with its 1 second burn and comparable range equivalency when quirked and modded to 540 meters (vs. a mix of 445 and 660), a value I think suits it much better than the positively anaemic 450 meters it comes with stock. A heat reduction to 6.5 in conjunction with a base-range improvement to 495 (500?) meters would make it a lot more palatable versus the ERLL described above, being a better general-use weapon while the significantly hotter (8 vs. 6.5) ERLL is only brought out of the shed if you really need ER capabilities, much like the C-ERLL is right now.
It's definitely not an easy puzzle and I think we need additional equipment to truly solve it, but I honestly believe this is the right track: parity in damage over burn and damage at highest optimum range in class with better damage potential on Clans and better exposure on Inner Sphere. A Clan player can hold for the same amount of time as IS and do the same damage at the expense of wasted heat, but also retains the option of delivering more damage if the IS player does not return to cover. It's not the straight Clan superiority some people want, but it does preserve Clan efficiency with regard to damage and range per resource without totally clobbering the other side, and I think that's the best we can do unless the game incorporates asymmetrical teams.