Roland, on 31 October 2013 - 08:16 PM, said:
But it's SIXTEEN tons of weapons. Not even including ammo.
It's 260% of the tonnage. Of course it's a more capable loadout.
How could it possibly be balanced if it weren't more capable?
I'm making fun of the comparison, because you seem to think that there is something wrong with 16 tons of weapons being more powerful than 6 tons of weapons.
The problem is that arguably it's more than 260% more capable, to the point of being imbalanced.
Balistics currently feature:
- Incredibly high rate of fire for their damage
- The most heat efficient weapons per damage and per ton. (with 1 exception)
- Pinpoint damage
- Increased ammo capacity
- Screen Shake
Let's look at those and compare them to energy weapons. (I'm ignoring the MG, which is a situational weapon)
Incredibly high rate of fire for their damage
Everything in MWO fires faster than it's table top components, and the game is probably a bit better for it overall. And for the AC2 and AC5, it makes them more worthwhile. Still, the increase in ROF is significantly higher for ballistics than it is for any other weapon. End result is ballistics tend to be the DPS weapon of choice.
The most heat efficient weapons
Balistics, outside of the AC2, are incredibly heat efficient. Even the AC20 is very heat efficient. The result is you can mount them along side other weapon systems without any real heat issues. This benefits larger mechs with multiple ballistic hardpoints most, making them potentially superior. End result, mount balistics over energy weapons and heat sinks (since you need lots of heat sinks to deal with the extra heat of even a simple 2ML setup).
Pinpoint damage
This isn't balistic's fault that convergence is instant and completely on a point regardless of where the weapon mount is, but they benefit from it the most. This means balistic weapons are the weapon of choice for players who want to focus their damage to the best effect. The only drawpack is it makes the weapon hit or miss, unlike hitscan weapons.
Increased ammo capacity
Balistics got an increase in ammo capacity per ton. SRM Missiles did not (LRMs did). So this gives Ballistics an edge over missiles. Beyond that, heat sinks are somewhat gimped in MWO, not cooling as well as they did in table top, resulting in mechs not cooling off as fast. The end result is that you need more of them to run a mech that's reliant on energy weapons. So, not only did Balistics get an increased ammo capacity, but energy effectively got a decreased ammo capacity.
Screen Shake
Missiles do this too, but not as consistently as Balistics. It can make it hard to aim or drive, and combined with a high rate of fire, can take a mech out of the game while it's still fairly healthy simply because it can't shoot effectively.
So, what advantages to energy weapons have over Balistics?
- Weight and space
- Hitscan makes fast mechs easier to hit for some damage.
Simply put, the only advantage energy weapons have is weight and space, and in some situations, hitscan is easier to fight with. And the weapon that shares the pinpoint advantage of balistics is the PPC, which had to get nerfed to oblivion.
Now, I'm not looking for a perfect ton per ton balance here, and weight and space are significant issues, but .we can do better. Things that need to be addressed to help fix this:
1) ROF on the AC2 and AC5 are too high. I'm not sure of an exact solution yet, as it would require a bit of play, but adding .1 and .25 to the AC2 and AC5(and UAC5) ROF I think wouldn't be a bad start. AC10s, 20s, and Gauss are heavy enough and large enough that rate of fire isn't as big of a worry for them.
2) Heat dissipation needs to get better. The heat system is the biggest factor that ballistics are king, because you can't take enough heat sinks to make an energy mech heat neutral, but it's easy to do that with a ballistic build.
3) Energy weapons generate too much heat. I've suggested it elsewhere, but I'd drop: SL/SPL heat by 0.5, ML/MPL/LL/LPL/PPC heat by 1.0, and ERPPC heat by 1.5.
4) Revert back to the old PPC Minimum range (Seriously, no damage at 89M, 10 damage at 90? That seems silly)
5) Convergence needs to be fixed. Convergence is targeted on your current target, or max range of your weapons? That would fix some spider hitting issues and encourage players to actually target. Convergence is never 100% and adjusted for weapon placement? That would make some sense too (and allow for the pinpoint skill to be useful, as it would provide some level of convergence improvement then). I'm sure there's a fix for this, but it would help nullify pinpoint damage a bit.
6) Extended range is a bad idea. Balistics can do a reasonable amount of damage at double their max range, while energy weapons can only do so about about 50% beyond max range. The result is the AC20 that has a similar useful range to a LL and outdamages it till you get close to 3 times it's max range, and a Gauss that you can do effective (more than 1 point) damage at 1.5 Km away. Sure, you have to hit at those ranges, but given how damage decreases, the range advantage of larger energy weapons isn't really that large, because balistics are mostly effective still at those same ranges. They need to either reduce all extended ranges to double, or simply extend the range of weapons in MWO and drop extended ranges all togeather (Probably a better idea, to make LRMs really LRMs).
(Note, I'm not saying these all need to be implemented, but some of them in some form would help).
Edit: Fixed minor error in missile ammo.
Edited by Bront, 03 November 2013 - 12:39 PM.