The first issue PGI needs to fix before gameplay balance can be achieved is the hit detection issues. They are there and seems to be an ongoing problem that PGI cant seem to fix.
Even weapons that are determined server side only have detection issues... SSRM's.
Lets take an old SRM cat. 8 months ago it was a viable chasis. Not now. It gets cleaned up by a Jagermech with dual ac/20's. When I say cleaned up I mean an absolute floor wipe.
Even a PPC Kat would clean it up at close range not to mention an ER ppc cat.
When you run a ssrm cat it is even uglier.
PGI seems to be out of touch with what makes Mechwarrior games fun, customization and being able to boat weapons effectively.
But we can talk about paper balance and how far off it is in this game.
Since this game was in closed beta you have broken the balance. It has not gotten better. You have gone so far away from the core rules that it might have mechs and share names, but it should not be considered a battletech universe game.
Sure 8 months ago when all the maps were tiny the close range brawlers were more effective. That was a map design issue and not a balance issue. So PGI's solution was to nerf brawling into oblivion. I will be posting numbers now with explanations to expand on this theorem. But for now PGI please quit using a sledgehammer to balance a game that is broken mechanically and not numerologically.
A/C 2 's range 720, dps is 4 and HPS is 2. 6 ton, One slot. DPS/ton is .66, DPS per slot 4
SRM6's Range of 270, DPS is 2.25, HPS is 1. 3 ton, 2 slots. DPS per ton is .75 DPS per slot 1.125
A/C 5's Range of 620, DPS of 3.33, HPS .67 8 tons, 4 slots. DPS per ton is .41, DPS per slot .8325
A/C 20 Range of 270 DPS is 5. HPS 1.5, 14 tons, 10 slots. DPS/ton is .35, DPS per slot is .5
SSRM2's Range 270 DPS is .86, HPS .57, 1.5 tons, 1 slot. DPS/ton is .57, DPS/slot .86
SRM2's Range 270 DPS is .86, HPS .57 1 ton, 1 slot. DPS/ton is .86, DPS per slot is .86
ER PPC's Range DPS 2.5, HPS 2.75, 7 Tons, 3 slots. DPS/ton is .35, DPS per slot .833.
Small laser Range 90 DPS 1, HPS .67, .5 tons 1 slot. DPS/Ton is DPS/ton .5, DPS/slot is 1
Medium laser Range 270, DPS 1.25, HPS is 1. DPS/Ton 1.25, HPS/slot is 1.25
What I am showing with these numbers is that the game is more complex than alpha burst and tracking. It is about more than DPS and HPS. PGI needs to fix the problems with the game mechanics and roll the numbers back to tabletop stats. They had 30 years to work on balance with the tabletop and it was pretty balanced, a lot more balanced than this game is currently.
As to SSRM's, the lock on feature is an ammo saving feature. That is what it was designed for in the game. In this game it takes just as much skill or more than some weapons to get and maintain lock status. It was originally balanced around that feature and goal. The only reason it is so effective against light mechs compared to other weapons is due to hit detection issues.
Yes I can hit running lights with PPC's, EC/5's, and 20's. The damage doesnt always register. I will be getting video's up of the problems with the game mechanically in the next couple of weeks.
In the meantime, roll back balance to tabletop rules please and roll it forward using a jewlers screw driver instead of a sledgehammer!
Edited by Veev, 11 July 2013 - 10:47 AM.