Lupus Aurelius, on 07 October 2013 - 05:12 AM, said:
I really wish the system was closer to EVEs in result (although obviously not in method, wouldn't work at all for a mech-FPS) in that EVE is one of the few games where the DPS-Alpha trade off is fairly well balanced, and there are good reasons for using either method. In MW:O DOT weapons are uniformly weaker because PGI doesn't seem to understand that if you spread damage either spatially or chronologically you need to increase damage to compensate.
Ergo, DOT weapons need to do more DPS than pinpoint weapons and all spread weapons need to do more damage than pinpoint weapons (SRM/LRM are there, LB-X is not, SSRM are actually overbuffed).
Lupus Aurelius, on 07 October 2013 - 05:12 AM, said:
At this time, based on the data, the clear choice is to go ballistic weapons for ranged damage. That's not balance, if equipping a piece of equipment is a "no choice" or "last resort" sort of choice. Nor is having to go with ballistic heavy mechs only, because energy based mechs cannot sustain fire and deliver damage as quickly. When there is only 1 logical choice when looking for optimal performance, then it is not balanced.
Frankly the ascendancy of ballistics, IMO, doesn't have much to do with the ERPPCvAC/10 comparison (or the ERPPC at all, infact). It's a combination of the underpowered nature of beam-duration weapons (especially with pulse lasers taking so many penalties for reducing their beam duration that they're basically neutered) and the very low TTK on mechs if the aggressor can so much as aim straight. Either Internal Structure needs a buff (my preferred method, since it would make component destruction relevant in more than a tiny percentage of cases) or ammo needs reducing. That said, it's not necessarily that clear cut. The best brawler the game ever had was the AS7-D-DC (when SRM hit detection wasn't less accurate than a drunk trying to **** through a keyhole) largely due to the combination of low-heat-high-impact Ballistic and high-heat-low-impact SRM/Laser weapons.
Lupus Aurelius, on 07 October 2013 - 05:12 AM, said:
Ah, but the dual-AC/10 weighs ten tons more than the dual-ERPPC. For that significant an investment it probably should have advantages. Secondary to this, you're assuming firing on cooldown. I seldom do this with any direct fire weapon, particularly pinpoint ones, because I'd rather wait half a second and apply my second 20 damage to the CT/ST that I landed the first on (depending on target, ofc), which somewhat mitigates the slower refire rate. The main issue, however, is the extra ten ton investment for the dual-AC/10 setup. Sure, the dual-ERPPC requires a lot more DHS to function, but the dual-AC/10 setup basically mandates backup lasers due to the limited ammo available in a dual-ballistic build dropping 24 tons on gun in a 70t Heavy (the heaviest mech capable of dual-AC/10 currently is the Cataphract, unless I am mistaken). And that's not even mentioning the (admittedly somewhat dubious thanks to the stupid falloff design) range advantage an ERPPC has.
Riddler9884, on 07 October 2013 - 05:14 AM, said:
DPS needs to inversely correlate with a) Damage/Shot and Damage Concentration (pinpoint>beamtime>spread), obviously modified for value of tonnage. The ERPPC should have a lower DPS than almost any other weapon in the game because it's a high damage, pinpoint impact, long ranged, ammoless weapon.
Riddler9884, on 07 October 2013 - 05:14 AM, said:
ERPPCs aren't really brawling weapons, which is fine. They don't need to be. I mean, you can do brawly things with them like run two and an AC/20 on a AS7-D-DC, but really they're mid-long range direct fire support, not brawling. The PPC is more of a brawling weapon, minimum range not withstanding, and has much more manageable heat. I mean, if you're brawling and have the slots, a pair of Medium Lasers will put out the same damage/shot as an ERPPC for just a sliver over half the heat/shot and weigh a lot less and fire faster.
So if you're dedicatedly brawling then the ERPPC isn't a good option, no. Use MLs if you have an abundance of energy hards, LLs if you don't (ERLLs if you've the tonnage/heatsinks and no backups).
Riddler9884, on 07 October 2013 - 05:14 AM, said:
It's the (joint) heaviest energy weapon in the game. There's nothing wrong with it not being worth taking more than two. It's barely worth bringing 4 LLs, and they're significantly lighter. You won't see anything running more than 2 AC/20s either, and I don't think more than 2 AC/10s will ever be likely, even if we get a mech capable of 3.