ER Micro Laser (Clan):
Heat penalty is removed
Notes: Currently, ER Micros are in a good place and useful at their tonnage as ‘free’ damage due to their low heat, usable range and damage output. As such, they do not need an arbitrary ghost heat limit (of 10) anymore. Currently, any ‘Mechs where this limit applied to already make use of ER Small Lasers or an HSL quirk to bypass ghost heat limit making it redundant.
Micro Pulse Laser (Clan):
Damage increased to 3 (from 2.7)
Range increased to 130m (from 90)
Heat penalty is removed
Notes: Micro Pulse, compared to their ER counterparts, are anemic, have less reach, and suffer the same arbitrary ghost heat limit. They also only slightly benefit in an increase of DPS over ER Micros at the substantial cost of twice the tonnage. Our changes seek to rectify this.
Small Laser (IS):
Damage increased to 3.75 (from 3.25)
Range increased to 160m (from 150m)
Notes: Small Lasers are in a decent spot at the moment, but are lacking some damage and range, especially when compared to their Clan counterparts.
ER Small Laser (IS):
Damage increased to 3.75 (from 3.25)
Cooldown decreased to 2.65 (from 2.75)
Notes: To promote weapon synergy, the cooldown has been reduced by 0.1 seconds to sync with Medium Pulse Lasers which are a common pairing. In accordance with other changes to the ER Small Laser, damage has been increased in order to remain consistent with the rest of the line up.
Small Pulse Laser (IS):
Damage increased to 4 (from 3.5)
Heat increased to 1.55 (from 1.35)
Cooldown increased to 2.1 (from 1.9)
Range increased to 135m (from 110)
Notes: SPLs were traditionally a primary weapon system for lighter ‘Mechs but have since fallen out of favour. Considering the viability of Medium Lasers as a whole for the same tonnage, SPLs should also have a place as a viable primary weapon in closer quarters.
Heavy Small Laser (Clan):
Laser duration decreased to 1.1 (from 1.2)
Range increased to 130m (from 115)
Notes: Heavy Small Lasers are decent at the moment, but lack range compared to their primary competition: C-ERSLs. Their increased duration for increased damage is an acceptable trade off.
ER Small Laser (Clan):
Heat decreased to 3 (from 3.5)
Laser duration decreased to 1.0 (from 1.1)
Notes: C-ERSLs are in a good place at the moment. However, they typically fulfill a ‘backup’ weapon role to C-SPLs. With this in mind, heat generation has been toned down a bit. Also, considering its range bracket, beam duration has been reduced for better focus damage output in fast-paced close quarter fights.
Small Pulse Laser (Clan):
Damage increased to 5 (from 4)
Range decreased to 160m (from 165)
Cooldown increased to 2.4 (from 1.9)
Max range increased to 320m (from 297)
Notes: Just like the IS SPL, C-SPLs went from acting as a viable primary weapon system to one of defunct status. Considering C-ERMLs are the same tonnage, C-SPLs should be placed in a niche role, too. The biggest hit to the C-SPL was their damage reduction, along with their cooldown and heat decreasing. However, as we saw with live gameplay this turned them to redundancy. It has reduced the viability of the weapon system as a whole. In addition, the damage fall-off curve has been adjusted to be consistent with other laser weaponry, making it more useful at the upper end of its range bracket.
Medium Laser (IS):
Heat decreased to 3.25 (from 3.4)
Cooldown decreased to 3.2 (from 3.5)
ER Medium Laser (IS):
Heat decreased to 4 (from 4.5)
Cooldown decreased to 3.75 (from 4)
Notes: Compared to IS MLs, ERMLs are too hot despite not having a substantial range increase over them. This change makes them much more viable on Light ‘Mechs in particular.
Heavy Medium Laser (Clan):
Cooldown decreased to 5.0 (from 5.5)
Laser duration decreased to 1.3 (from 1.45)
Notes: HMLs are intended as a primarily alpha-focused, rather than DPS, weapon. These adjustments hope to rectify the excessive cooldown and duration that preclude its usefulness.
ER Medium Laser (Clan):
Heat decreased to 5.5 (from 6.3)
Cooldown decreased to 4.0 (from 4.5)
Laser duration decreased to 1.15 (from 1.25)
Notes: C-ERMLs have been modified to make them more accessible to light ‘Mechs. Currently, they are very hot when used on most Clan light ‘Mechs and many mediums which positions them at a disadvantage compared to their IS counterparts. These changes will also assist Laser-based heavies and assaults compete with the current ballistic boats that dominate the meta at mid-range.
Medium Pulse Laser (Clan):
Damage increased to 7 (from 6.5)
Heat decreased to 4.5 (from 4.75)
Laser duration decreased to 0.8 (from 0.9)
Range decreased to 270m (from 330)
Max range increased to 540m (from 480)
Notes: The biggest outlier with C-MPL is the sharp damage falloff between their high optimal range and short maximum range. To restore C-MPLs to a state of viability and address the steep damage falloff, a decrease to their optimal range has been applied while extending their maximum range. which was what caused their range falloff to begin with. Slight heat, damage, and laser duration buffs make them competitive options to both IS-MPLs and C-ERMLs.
Large Laser (IS):
Cooldown increased to 3.5 (from 3.1)
Heat decreased to 6.7 (from 7.0)
Laser duration decreased to 1.0 (from 1.1)
Minimum heat penalty level increased to 5 (from 4) – Fire 4 with no penalty
Notes: Currently, IS-LLs have little advantage over their IS-ERLL counterparts. Being able to fire 4 without ghost heat will act as a tradeoff to their ERLL counterpart, while also setting them apart from PPC based weapons. With this ghost heat change, you will now have to make a choice between a higher alpha (by firing 4) and slight duration buff versus more range, as opposed to simply more range.
ER Large Laser (IS):
Heat decreased to 8 (from 8.75)
Cooldown increased to 4.0 (from 3.4)
Range increased to 700m (from 675)
Notes: In the context of the IS-LL changes, it makes sense for IS-ERLLs to have a slight heat reduction since they have a less effective alpha when boated. A cooldown nerf and a range buff ensure that they are made further unique from IS-LLs.
Large Pulse Laser (IS):
Damage increased to 11 (from 10)
Heat decreased to 7 (from 7.25)
Laser duration increased to 0.75 (from 0.67)
Range increased to 400m (from 365)
Notes: Currently, IS-LPLs are not worth the extra tonnage investment over their LL counterparts, especially with LL ghost heat going to 4. Having what will be a substantial damage increase, as well as a slight heat decrease and a noticeable range increase will allow the weapon to compete closely with the IS-LL family. A slight laser duration increase is a fair trade-off for these buffs.
Heavy Large Laser (Clan):
Damage increased to 18 (from 16)
Cooldown decreased to 5.5 (from 5.75)
Laser duration decreased to 1.45 (from 1.55)
Notes: HLLs currently come at a considerable cost to what they offer; increased laser duration, significantly longer cooldown, costing 3 slots rather than 1, and having significantly less range. These factors make them inferior to their laser counterparts. Addressing each of these elements for the better will help position them back as a viable choice.
ER Large Laser (Clan):
Damage increased to 11 (from 10.75)
Heat decreased to 10 (from 11.8)
Cooldown increased to 4.5 (from 4)
Range increased to 770m (from 740m)
Notes: as one of the only extreme range sniper options available to clans, C-ERLLs performance falls short when compared to C-ERPPCs and/or inner sphere ERLL, both in terms of upfront damage and the amount of heat output per inflicted damage. To address this, C-ERLLs have received a boost to its damage and a reduction to its generated heat. In return the weapon cooldown and range have been slightly increased.
Large Pulse Laser (Clan):
Damage increased to 13 (from 12)
Heat decreased to 9.0 (from 10)
Laser duration decreased to 1.0 (from 1.09)
Range decreased to 550m (from 600)
Max range increased to 1100m (from 840)
Heat penalty multiplier decreased to x3 (from x4) – Less heat penalty.
Notes: Currently, C-LPLs try to compete with C-ERPPCs and fall considerably short. A slight damage buff, heat buff, and less penalizing ghost heat will ensure the weapon is unique to the C-ERPPC. A slight optimal range nerf acts as a trade-off to having its full 2x damage falloff at maximum range restored.
Light PPC (IS):
Heat decreased to 4.5 (from 5.0)
Cooldown decreased to 3.0 (from 4)
Velocity increased to 1400 m/s (from 1200)
Minimum range removed.
Notes: Light PPCs are currently a lower tonnage, but higher slot and hardpoint count alternative to IS-PPCs. The goal is to make them a more diverse weapon system worth taking through their own right, or used among light ‘Mechs. Thus a substantial improvement to their DPS has been applied to situate them as backup weapons along with removal of their minimum range. This will provide a very distinct role for them compared to IS-PPCs. A slight velocity buff ensures they are still unique from autocannons.
PPC (IS):
Heat decreased to 9.0 (from 9.5)
Velocity increased to 1400 m/s (from 1200)
Minimum heat penalty level increased to 4 (from 3) – Fire 3 with no penalty.
Notes: IS PPCs are currently passable but lack uniqueness. We decided to address this by allowing the firing of 3 without ghost heat. This means that they compete with HPPCs and C-ERPPCs by matching their damage outputs - assuming hardpoints and slots availability. PPCs will be worth deploying with three or more to compete with their HPPC cousins. A slight heat buff and velocity boost ensures they stay in-line with other members of the PPC family.
Snub Nose PPC (IS):
Heat decreased to 7.0 (from 10)
Minimum heat penalty level increased to 4 (from 3) – Fire 3 with no penalty
Notes: Snub Nose PPCs are receiving a large buff as they currently do not effectively fulfill their role as short-ranged brawling weapons. Allowing them to alpha 3 at no penalty will help ensure they are more viable as primary weapons, while a large heat buff will ensure higher use as backup weapons. These changes will distinguish them from their closest competition: the IS-LPL, and the IS-PPC.
Heavy PPC (IS):
Heat decreased to 13 (from 14.5)
Velocity increased to 1400 m/s (from 1200)
Notes: Heavy PPCs are currently performing well. They are receiving a heat decrease and velocity increase to make them more usable on ‘Mechs without quirks. Current ‘Mechs with significant PPC quirks will be looked at in a future patch.
ER PPC (IS):
Heat decreased to 12 (from 13.5)
Heat penalty multiplier decreased to x4 (from x7) – Less heat penalty
Notes: IS-ERPPCs are on the cusp of greatness, particularly on ‘Mechs quirked for PPCs. However, they are in direct competition with C-ERPPC ‘Mechs. A sizable heat buff and less penalizing heat penalties when dipping into ghost heat will give them a solid niche over C-ERPPCs especially given their high velocity over that weapon system. Giving them less penalizing heat penalties compared to their Clan counterparts will make shooting 3 IS-ERPPCs a more viable option on larger ‘Mechs with many heatsinks.