Glythe, on 03 June 2013 - 04:32 PM, said:
It's not just the way people use them.... they are by design made to run too efficiently. Two ERPPCs and 1 MPL on a medium chassis will give you infinite ammo (huge advantage), and a 1.4 heat effeciency with a 255 XL engine and 16 double heat sinks. If it were 1.0 with that setup that might mean something (it doesn't so that's an irrelevant point). Most mediums have limited energy slots but it is still extremely easy to run 2 ERPPC with no heat problems and that is a major problem.
What would actually help? It has to be worse than the laser at medium and short range and that is the bottom line. Lasers are supposed to be the 'OP' weapon in terms of weight/heat/damage at close range but they are a joke compared to the ERPPC.
The old heat values made PPCs worthless and the the new values make everything else worthless.
How do you fix it? Make them have something complicated about their use......so that it is LESS point and click than a laser.
Options include: firing delay, constant streams of damage (could you imagine if the PPC had a particle trail lasting 1 second like a laser), limited rate of fire (no more than 1 fired at a time for anything less than an assault which can fire 2 at a time), convergence issues (it could be sooooooo much worse), velocity issues (mentioned previously in this thread).
As for the SRM it was perfectly balanced to be honest if you compare it to the PPC. SRM boats had at most 250m range which means they either waited for you to push or you had a lot of time to strip weapons before they got close. Meanwhile the ERPPC works at every range, does all the damage in one spot, has infinite ammunition, low enough heat to boat two on just about any medium, extreme range and is very easy to hit with due to projectile speed.
For your first point -
with 1.4 Eff and 16xDHS you could fire 2xERPPC like about 3 or 4 times before you overheat(that's 60 or 80 damage for 12 or 16 secs) , and all that for 20 tons and for 24 crittical slots(6xDHS 2xERPPC = 8*3 == 24), after you do that, you're force to wait about 7 secs to be able to fire them again.
I don't see them as that imballanced weapon - in fact I think it's quite alright - yes, if you're on a map that there are long distances visible all the time(Alpine, Tourmanline) you could find yourself in a great disadvantage - but in any other case scenario it's not a big deal.
The the ordinary PPCs fire effectively to about 800-900m - 3 of them produce the heat that 2xERPPC do, and if get hugged(which is - yea, quite hard) in the best case you'll do the half the damage you're supose to. And all that(providing you're with the same amount of DHS) for 27 crittical slots and 31 tons.
Admit it - two ERPPCs are not that scary if you have direct visual contact with the target.
Well 3+ from them and 3+ from the ordinary is quite another story, as I pointed - the mechs who can make use of the ability to mount that much ammount from the weapon doesn't seem to have any other choice.
The STALKER for example - why bother with LL or any sort of Laser when it can one-shot almost any mech in the game(not sure for the atlai - but it would make it think twice for sure), which has orange central torso armor instead of firing like 3 times, counting to get in range, exposing itself to danger - etc.
Ammo conservation is not that great of an issue in any other case rather than Gauss and AC20 boats. It would probably will when they implement the 12 player teams, but still... 24/31 tons and 27/30 crittical slots are both quite a lot of space and weight.
People just don't see another usage for it - again - it's not the weapon's fault - everything that becomes metagame or boated seems overpowered to the people who have different style.
For the other points of the ballancing - I tend to agree, though for me not allowing any mech(exept the AWESOME - I think that's even battletech's wise) to carry more than 3 of them would be the ultimate fix for me.
The current STALKER hardpoints are just... stupid... sorry.
SRMs were fine - you have no idea how much I miss their state before the "nerf" - there were certain mech's like the commando or the AWS(and two other I think, but I can't recall which) who really had issues with the splash damage(meaning --> 3xSRM6+Artemis == oneshot a commando that's facing you - I've done that more than 30 times ingame) but aside from that - since the map layout and variety has changed, implementing new ways for the battle flow, you should really be punished when you leave someone get that close enough for you to unload a SRM salvo.
And it shouldn't be like "MEEH... This guy has SRMs, I'll focus the jenner with the Lazorz.".