I am missing the targeting bonus of the pulse laser badly.... not from being a bad shot... I just have a different paradigm for this game. If pulse lasers are converted to a continuous damage weapon it will add a nice bit of variety to weapon selection.... also it would look cool.
This would for me be an acceptable translation for the lack of any to hit bonus and a competitive reason to take them vs. say the erLL. A weapon that also has time on target issues. I also think time on target is why people moved to the er-PPC so fast once the net code was fixed and er-ppc speed was buffed. ppc's are all or nothing weapons, lasers need far more skill to do full damage.
Since the weapon would be continuous with zero recharge the player would be able to keep the beam on target and potentially not miss with damage and prevent wasted heat generation. This lets the player control the damage output/heat accumulation for the weapon. In the hands of skilled player this would be a very efficient weapon. (New flavor of the month.
As it is (IMO) the best weapons in the game are all or nothing systems with reduced potential over distance. The harsh'ist being srms and lrms - 0 damage over max range, but have a flat damage curve.
The ranges and damage drop off for all lasers need to be treated just like AC/ppc's/gause.
for snap shots vs. say 2 x ac-20's. The efficiency of the damage done relative to heat generated, your capacity to soak and dissipate that heat. What i consider the core of game balance. why alphas rule. This class of weapon can be highly efficient in a way other weapon cant be and this add's a new dimension for weapon balance the game really needs.
This idea can also be applied to auto cannons, make them continuous instead of single slugs. weapons fire as long as ammo holds out. basically massive scaled up versions of MG's
This creates two categorizes of weapons. The all or nothing damage per unit heat generated ppc's(no ammo)/gause(has ammo); heat and ammo for inter weapon balance vs. the continuous damage but controlled damage per heat generation of the pulse laser(no ammo)/ autocannon(with ammo) again heat vs. ammo for balance. between the pulse laser and the auto cannon. then balance between the high alpha weapons.
Very simple symmetry that should aid in weapon balancing. low alpha high player controlled heat efficiency vs. the high alpha all or nothing play style (current meta) meaning full choices for both styles.
Edited by Tombstoner, 16 May 2013 - 03:04 PM.