Lupus Aurelius, on 11 November 2013 - 05:27 PM, said:
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.
I think a DPS5/DPS10/DPS15 might be a better indicator than DPSinfinity.
In DPS5, the alpha damage is the strongest component - after 5 seconds, an AC/20 has dealt 40 damage (firing at 0 and firing at 4 seconds), an AC/2 22 damage.
In DPS10, DPS becomes more relevant, and at DPS15, it tends to dominate. Still, even at this point, the alpha component is not fully ignored, and we are overall closer to a realistic engagement then theorizing our weapons firing an infinite timespan at an immobile and indestructible target.
It becomes particularly important when we also consider heat generation. If we were just to use heat per second, we would theorize that any viable Dual PPC build would need 50 heat sinks (or 25 trueDubs) or it could never utilize its DPS potential - which is obviously nonsense. The heat threshold will allow any mech to fire at full DPS for a while, so we need to consider timespans. But of course, it also means we need to consider a potential heat thresold here, and that is not a weapon property, but a mech build property. WHich is why balancing weapons in a vacuum, without considering build configurations, is not possible, as long as the heat system is purely a "damage race to shutdown":