2xERPPC+Gauss: A mainstay on jump-snipers, especially the CTF-3D, there's no way of nerfing such a combo via the boating penalty without crippling any build that uses PPCs at all (at which point, you may want to just look into PPCs separately). 35 pinpoint alpha at both the longest and shortest range is incredibly strong, and you get it for only 23 heat!
4xERPPC/PPC: Wait - I thought these guys were supposed to get killed by this nerf? NOPE!!! They're either going to take the shot in a sniper exchange (which will just get longer and slower), or fire 2/2 when they're being closed on. There's a reason*, and it's the meta, which PGI doesn't seem to understand.
Gauss-Boats: Probably the reason PGI still hasn't released an assault that can carry 2 or more ballistics bigger than a UAC/5 is concern over boating this weapon (a really, really silly way of trying to balance ballistics). Gauss generates virtually no heat. Gauss boats don't have tonnage for much else - maybe a pair of mediums. The heat penalty doesn't really impact them in a meaningful way.
AC/40 Jager/Cata: OK, these guys do take an appreciable DPS hit. Still, their powerful hit will mean they are still used, and barring an SRM buff, they will remain among the most useful brawlers (I know, in the current meta that's an oxymoron...) on the field. We may even see some AC/20+Gauss monstrosities on the field.
So, what to do?
There are many solutions floating around the forums on how to deal with this. Many are good, many are bad. The key parts are to ensure that you are focusing on alphas, not boating, and add front-loaded penalties.
Alphas are what kill people really fast, and result in massive damage being applied to a single component. Boating derives its strength through two forces: first, weapon imbalance - if you boat a weapon that is really strong, you now only carry really strong weapons. However, this can be mitigated by proper weapon balance. Second, through alphas themselves. Boated weapons are so effective because they all behave the same. With convergence working, firing multiples of the same weapon will almost always result in component-specific damage (whereas firing a medium laser and SRM simultaneously at a moving target probably will not).
Secondly, pinpoint alphas are really, really, strong. It is really hard to design a system that doesn't massively impact other play styles that will punish them enough that it won't be worth a bit extra heat to blow that Jager's XL side torso off in 1 or 2 hits. Instead, add the penalty BEFORE the weapon fire/hit is computed - so that it prevents the shot, or at least makes it harder. If you don't want 40- to 60-point alphas, just hit those with convergence/cone-of-fire penalties!
One option very well received by the community that would do this can be found here. Never seen so many upvotes on a suggestion. PGI - this man is NOT "on an island".
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*As I said in an extremely well-received thread:
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Edited by Peter2000, 12 July 2013 - 08:24 AM.
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