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I think a lot of the issue in the fact that we can SHOOT OVER 1000M. LRMs were supposed to be the farthest reaching weapon in the game, but now we have post-1000M energy and ballistics that make fights really insane and people sniping with 3ERLLs out at like 1300M.
IMO we need to refocus this issue on the Maximum Ranges of weapons, and reign them in significantly. Reduce them to things like 20% of the current Effective Range or something (change depending on weapon I guess?), go through and change each weapon.
Lets say
SLs-80% while the ERs get like 50%
MLs 60% while the ERs get 25%
LLs at 30% with the ERs netting a 10%
SL - 135 / 243 (3 dmg, 2 heat, 2.25 CD, 0.75 duration, 1 DPS)
CERSL - 200 / 300 (5 dmg, 3 heat, 2.25 CD, 1.00 duration, 1.53 DPS)
^- Thats an issue imo, massive DPS difference. Possibly reduce by 1 DMG? Brings the DPS down to 1.23 while the remaining weapon is untouched. Balancing the IS ERSL, I'd say 4 dmg, 4 heat, 2.25 CS, 0.9 duration = 3.15 TCT and 1.26 DPS. This would give the ERSL a slightly better DPS at a heat cost (remember clans were supposed to be superior in heat... lets give it some flavor).
ML - 270 / 432 (5 dmg, 4 heat, 3 CD, 0.9 duration, 1.28 DPS)
CERML - 405 / 506 (7 dmg, 6 heat, 3 CD, 1.15 duration, 1.68 DPS)
^- again, clans are only ER, IS will also get ER, assumption is they will be similar to CER, possibly with slightly less duration, and 1 point less damage, and slightly less range (maybe 50m?). Problem is making both ML and ERML viable once it happens. Suggested, 6 dmg, 5 heat, 3 CD, 1 duration for = 4 TCT with a 1.5 DPS. Bring the range up to be a bit more competitive and the slightly lower DPS will be made up for by the lower burn time. I honestly wanted to suggest 6 heat for the ISERML, but I feel like that would cause I riot without a tweak to something else... maybe 6 heat, but then keep 0.9 duration for 1.53 dps? Or 7 dmg 7 heat but then 1.10 duration for 1.7 DPS? <--That doesn't sound bad...heat penalty and lower range would give it a nice balance for a higher damage burst over the same duration. Unique but neither overpowering the other at all situations?
LL - 450 / 562 (9 dmg, 7 heat, 3.25 CD, 1 duration, 2.12 DPS)
ERLL - 675 / 742 (9 dmg, 8 heat, 3.25 CD, 1.25 duration, 2 DPS)
CERLL - 740 / 814 (11 dmg, 10 heat, 3.25 CD, 1.50 duration, 2.31 DPS.
^- I actually see no issue with the LL series personally, OTHER THAN, the ridiculous range they've had for so long. I'm sorry but I like this A LOT MORE, a max of 814m on a LL without modules/quirks/etc? YES PLEASE. The CERLL has a noticeably higher DPS and slightly more raw damage, but that's spread over an extra .25 seconds and an extra 2 heat generated in total. Plus the reduction to a mere 100m or less in difference between the C and IS ERs feel like a much better place for them to sit by far.
These are weird... CSPL is +80%, CMPL is +70%, and CLPL is +100??? W...T...F... these are all sort of nope. Another split modification incoming!
SPLs-100% while the Cs get like 70%
MPLs 75% while the Cs get 35%
LPLs at 50% with the Cs netting a 15%
SPL - 110 / 220 (4 dmg, 2 heat, 2.25 CD, 0.5 duration, 1.45 DPS)
CSPL - 165 / 280 (6 dmg, 3 heat, 2.25 CD, 0.75 duration, 2 DPS?!)
^Huge DPS difference, recommend either reducing CSPL to 5 dmg for 1.66 DPS (preferred method) or up heat to 4 to compensate mainly for superior DPS and lesser so for range superiority. It can nearly compete with an ISMPL in range and has huge DPS, not okay.
MPL - 220 / 385 (6 dmg, 4 heat, 3 CD, 0.6 duration, 1.66 DPS)
CMPL - 330 / 445 (8 dmg, 6 heat, 3 CD, 0.85 duration, 2.07 DPS) <- WOW
^Again, recommend reducing damage to 7 for a 1.81 DPS at least. 2.07 is massive and we wonder why we have issues with PPFLD laser vomit?
LPL - 365 / 547 (11 dmg, 7 heat, 3.25 CD, 0.67 duration, 2.80 DPS) <-Seriously?
CLPL - 600 / 690 (13 dmg, 10 heat, 3.25 CD, 1.12 duration, 2.98 DPS) <-SERIOUSLY?!
^(I say 540 / 621 is better on CLPL)
^Sorry but no, 600m? Bad, this is really messed up, I know CERLL is far but think of this as a non-ER laser, even the CSPL and CMPL are restricted to a +50% gap, this one is +64%! Its bad, I have to say. I understand more IS tech is beyond this but...WOW. Reduce to 540 which is just below at 48%
^Once again, WTF NEARLY 3 DPS?! Here's my suggestion below:
LPL - 365 / 547 (10 dmg, 7 heat, 3.25 CD, 0.75 duration, 2.50 DPS) <-up to 8 heat? combat LPL boats?
CLPL - 540 / 621 (12 dmg, 10 heat, 3.25 CD, 1.15 duration, 2.72 DPS)
^Makes the LPL a low duration alternative to LL at cost of range with slightly more damage and it at least tones the DPS down, LPL boats are an issue. Still the highest DPS for lasers thought with respectable range for IS.
^CLPL reduced as well, but retains slightly higher DPS over the cost of a much lower duration and massive heat generation.
HOWEVER, quirks will need a major overhaul after this. Missiles don't follow this mechanic so there isn't really an issue there, but ballistics will also need a similar overhaul to pull them in and stop letting them hit at stupidly insane ranges, I understand some are supposed to shoot 'far' but 720/1440 on an AC5 and 540/1080 on an AC10 is silly.
Think of it this way, the clans 'improved' their tech, so think of them producing 'less waste' (smaller maximum range %s) and instead having a higher effective range to begin with, maybe doing a little more damage, but improvements will require more heat, longer burn times, etc. In contrast, hastily improved IS tech will have better range, damage, and retain a better burn time, but at the cost of generating more/comparable heat to the Clan's weapons without achieving quite the damage or range. Its all trade off and finding a place for it to sit.
Edited by MauttyKoray, 24 January 2016 - 12:17 PM.