SilentWolff, on 06 July 2013 - 02:20 PM, said:
Its been along time since I played MW2 so, I'll conceed your point. But, it doesnt change the fact from MW3 on, lasers have been the counter to PPC's. And because MWO is following the same lines MW3/MW4, my point still stands as valid.
The rest is valid--since damage over time was implemented, it puts lasers at a disadvantage to PPCs.
The only way to fix the problem is to get rid of convergence entirely or make it fixed to a certain range as well as implementing real heat penalties. This will go a looooong way towards fixing this game.
It won't be perfect, though. The PPCs and ACs have pinpoint, 100% damage to a single location. For Autocannons, I can conceed this as a valid advantage given they have ammunition which will run out.
PPCs, on the other hand, could use some tweaking in things such as:
a. Damage spread to adjacent areas instead of all in one spot (i.e. splash damage) for a total of 10 pts of damage + EMP/heat/hud scramble/shake effects.
b. possibly variable spread depending on how hot a mech is upon firing
or
c. Turn them into a beam, similar to a laser in that damage is afflicted over time. However, I'd make it faster than lasers but this would still give them some spread (and allow the velocity to be kept the same or made faster).
PPCs were never an issue in Mechwarrior 3, online at least. They were a practical joke. If you took them you were looking to die to a UAC 20 boat or a erslas strider/shadowcat. They were an issue in single player. They were just as broken in the single player game as they are in Mechwarrior Online due to convergence. About the only thing that they had stopping them was huge amounts of heat, hud and targeting penalties when hot and the ability to nuke yourself.
I don't think lasers should be changed to 100% damage transfer upon hit. If we did that, we'd be back to Mechwarrior 4 again with their absurd large lasers.