MustrumRidcully, on 11 November 2013 - 04:12 AM, said:
But of course, consider what an auto-cannon costs you. Even the lightest costs you 6 tons, and you need extra ammo. the heaviest energy weapon sits at 7 tons, and your engine heat sinks come for free (or at least are non-negotiable- you'll have your 10 heat sinks, ammo always costs extra). Of course - once you start installing a ballistic at all (and plenty of mechs have ballistic hard poitns), you can't help but devote a lot of tonnage on ballistics. So how can we really compare these?
And I suspect that if you compare just by weapons mounted, I strongly suspect that medium lasers will win the count and lead to an overall energy weapon dominance in weapon spend. Tonnage-wise, energy weapons alone can't win, because ballistics are so freaking heavy. You'd have to count heat sinks, but every mech has them.
I think it might be more useful, if anything, to see how well energy only mechs fare against mixed loadouts and specialized ("only") ballistic loadouts, possibly compare by weight class. (Because I strongly suspect, based on my own mathematical analysis, that you'll see energy weapons clearly dominate the low weight classes, while ballistics will be crucial in the heavy and assault categories - a direct of the "race-to-heat-threshold" heat system.)
well without engine heatsinks lasers would be dire and ballistics would actually incure some bad heatbuild up but being a strict requirement it leaves us with ballistics being cooled very effectively and needing little if none additional sinks.
the ML is of course the best laser, considering GH caps at seven, so that's six you can use just like normal, only the swayback is punished, imagine if ML suffered simillar numbers like LL and LPL's have suffered, every jenner pilot would quit the game!
comparisens to ballistics and lasers are tough and can lead to folly but in use on the field if you find dakka to out perform pew pew on too many of occasion then perhaps you start thinking is the balance between those 2 correct?
another thing that's always ruined these topics is the individuals experience being clouded by hitreg, highpingers either users there of {like myself} or the recievers will be registering more and or less damage than what should really happen and that can sway a lot of the balance depiction but overall your assesment is correct that smaller mechs are the dominant class for energy because theres lots of small stackable options that don't suffer GH. MG are being used well but i don't think they're on par perhaps they should be? heavies and assaults can stack enough ballistics and don't have GH holding them back {except ac2s} whereas the heavier energies are too serverly hampered by GH and so ac's are dominating heavies and assaults which usually make up more players on the field. thanks for confirming my suspicions.
Joseph Mallan, on 11 November 2013 - 08:26 AM, said:
You took the time to See if you could win vs the present metawhine?
You heathen! You
cannot deny the forum gods of their superior Knowledge by practice an execution!!!
meta gods can still flood the lands, he used a ballistic gauss rifle! ballistics are the evil of the land run for your lives ahhhhhh!
Joseph Mallan, on 11 November 2013 - 05:09 AM, said:
Sir... ACs got pile driven with the Ghost heat hammer. They are the only Weapon that has a double digit penalty for having 2 like weapons. IF PGI wanted ACs as top dog they would not have done such a thing.
BTW what are you smoking? so ac 20's need to be chainfired, from 6 heat with 1 to 23.52 with 2. so that nerfs the jager bomb or a phract 4x or any other mech that can carry 2 ac 20's which has been avoided for boating issues. we'll never see a mauler or annihilator.
the other GH ballistic is the ac 2 which incures 1 for 1 2 for 2 3 for 3 and 4.18 for 4. up to six which is the max stack build available you're getting .81 added. woah that's a penelty. now look at the numbers for energy weapons on smurfy and you'll see a difference in the rate.
face it PGI have made ac's top dog as ac5, uac5, ac10 and lbx 10 have no heat managment learning curve of weirdness. the ease of usabilty, frontloading damage and speed of applying damage for the sacrifice of tons and ammo {who runs out of ammo, anyone?} means they kill and kill fast especially when we have more hot maps on rotation than cool ones. why else have we got missile assaults, energy assaults, JJ assaults and mix load out assaults but no ballistics assaults? i don't want more nerfs but ballistics are the choice of derp now. i was happy calling my laser stalker a noob build, not anymore it's graduated to a more advanced level of skill now.
@ sandpit. yes we know your the god of energy builds but doesn't it disapoint you that you're really the only one?
Edited by GalaxyBluestar, 11 November 2013 - 05:33 PM.