MustrumRidcully, on 11 November 2013 - 12:39 PM, said:
DPS is pretty much an imaginary number that has not much relevance for practical gameplay.
It might be more useful to talk about DPS over 5 seconds or DPS over 10 seconds, or DPS after 15 seconds. After 5-15 seconds, your or the target might have long gotten back to cover, or are dead.
Without saying this would make things perfect...
I would probably lower the AC/2 rate of fire to 1 shot every 0.75 seconds, and also lower its heat per shot to 0.75 per shot. Maybe even 1 shot every second and 0.5 heat per shot.
Though if we weren't so married to those damage per shot values (rename the stupid weapons! Khobai is right!), we could tweak these weapons probably a lot better. For all I care, AC/2 and AC/5 could deal the same damage per shot but the AC/5 might have a 25 % higher rate of fire or something like that.
I disagree. DPS and burst damage are indicators. Granted, this is not like EVE, where DPS factors in heavily. But in MWO, it's an indicator of what a potential is. Same with burst damage, you are not always going to be able to apply all your weapons at once, nor maintain them indefinitely. But it is an indicator of potential.
DPS can't be ignored any more than alpha. At range, full alpha does not apply, unless all your weapons are long range. What becomes important then is being able to sustain fire with your long range weapons until the enemy closes. Once that occurs, alpha comes into play. But the AC mechs at close range can sustain that fire substantially longer than an ERPPC mech. So both at range and up close, ballistics excel way beyond the energy weapons for versatility due to the current heat issues.
The longer a mech can sustain fire of it's primary weapons, the more DPS becomes a factor. Both alpha and DPS are going to be affected by heat, but if you can keep your primary damage dealers running non-stop in an engagement, you are going to be doing significantly more damage as the engagement continues.
The fallacy in PGI's system is self evident. Keeping dissipation unaltered from TT rates, and in the case of engine external DHS reducing their dissipation from 2 heat/10sec to 1.4 heat/10sec, while increasing ROF, totally changes weapon balance. Instead of addressing the root cause, they continued with that system, modified heat and firing times, and implemented ghost heat, further shifting the system to an even more unbalanced state.
Edited by Lupus Aurelius, 11 November 2013 - 05:35 PM.