MischiefSC, on 26 October 2013 - 07:53 PM, said:
Pinpoint accuracy, PGIs goofy heat system. I wish tabletop balancing worked in MW:O - I really do. It doesn't though. In TT plenty of mechs had PPCs as a primary. Warhammers, Griffen, Battlemaster, Marauder, lots and lots do. That doesn't work in MW:O though because of pinpoint accuracy.
Again, as we saw when ERPPCs and PPCs had a lower heat. There was no point to using anything else - half-weight AC10s with unlimited ammo and twice the range and projectile speed. You were an ***** not to pack them onto your mech in favor of any and everything else.
And now there is no point of using anything but ballistics in the current meta, especially for sustainability of fire when opponents close to close combat. Hardly any better, and the current heat levels makes all non-ballistic mechs suboptimal.
I love how people keep bringing up "pinpoint damage". Currently, all ballistics are pinpoint, especially with convergence. But 20 damage pinpoint! Nonsense. If you hit with both dual ERPPCs, it's once every 4 seconds. In that 4 seconds, the dual AC5 mech had done 10 pinpoint in 1.5 seconds, and 20 in 3 seconds, for negligible heat. The dual UAC5 mech , if no jam, 20 damage pinpoint in 1.5 seconds, with negligible heat.
They can keep firing as long as they like, no shutdown, whereas a dual ERPPC mech is doing 30 heat each volley. You can't sustain that, and I am not advocating you should be able to indefinitely. but 3 volleys and shutdown, no, too hot. So you chain fire to alleviate it somewhat, 10 damge every 2 seconds, but again, due to heat, you'll get 4-5 shots out, then shut down.
And you are forgetting that with ghost heat and ERPPCs at 12, you never saw moire than 2. the last round of changes were specifically to decouple the Gauss/PPC/ERPPC combo.
Again, it boils down to non-ballistic mechs having viable options that can compete against ballistic mechs. With lack of focused damage from lasers, and say what you will, damage from lasers are not pinpoint due to beam duration, the only option are PPCs and ERPPCs. I've already giving the figures for 12 heat, and you get an extra volley out of it at 12 heat.
And, that is with the dual ERPPC mech having 20 DHS, with the ballistic mechs having only the native 10 from the engine.
This nonsense of the ERPPC boogeyman, which never existed with heat at 12, is just that, scare tactics. People remember the 4-6 PPC stalkers and the 3 PPC Gauss Highlanders and panic thinking, no, no, nerf ERPPCs into the ground. But there was no ghost heat then, they were down also to 11 heat then. Raised to 12 when ghost heat was implemented.
At that point, they were fine. But the synergy between Gauss and ERPPC/PPC still existed. More tears, and a massive change to both weapons, which as far as heat on the ERPPC, was excessive.
Ballistics currently being used in dual to quad setups, other than the AC2, have no speed bumps to operation, and can shred you faster than PPC mechs ever could. So either the heat has to go down on ERPPCs,
or heat has to go up on ballistics, or some firing delay has to be introduced, or convergence has to cease.
Or just ghost heat running more than 1 ballistic at a time.
The pendulum has swung to the opposite extreme, as many of us predicted. It's not balanced currently, no one can argue that case when the majority of builds you see are ballistic focused, and energy builds are not able to sustain fire, nor deliver damage as quickly as ballistics. ( LL are actually 4 sec, 1 sec beam duration, 3 sec cooldown).
And,if there is were any doubt, Mustrum's post gives weight to the lack of effectiveness with the ERPPCs:
http://mwomercs.com/...rts-2013-11-10/
P.S. - As stated previously, the real issues are convergence, nigh unto omni mech fitting capability, and the heat system in general.
The should only be weak weapon convergence for weapons in the same component, since 2 or more weapons will be mounted parallel to each other, so their paths should never meet.
Fitting should have crit restrictions. 2 Ballistics in the right arm, but only 2 ballistic crits. Guess what, 2 AC2s or 2 Machine guns are all you get.
Heat should have stayed 30 max, heat sinks only dissipate heat, and DHS dissipate at 2x SHS. Weapon heat should have been ratioed from TT, as well as damage. TT-10 second turn, 15 heat, : MWO - 4 sec cooldown, 6 heat. If the same were done to damage, then the original armor amounts would have sufficed, instead of having to have doubled them.
P.S.S. - Some people have posted repeatedly that they have said their piece on this topic, yet they keep commenting. As you have said, you already made your case, no need to continue, is there.
Edited by Lupus Aurelius, 27 October 2013 - 06:19 AM.