While energy weapons are the staple in Mechwarrior Online, almost every mech can carry some, they are NOT beginner weapons! You should consider the following points very carefully, especially when wondering how to spend your Cadet Bonus CBills! Your Cadet Bonus is intended to help you get a smooth transition into Mechwarrior Online and this should help you once it runs out.
Choosing the wrong mech can have serious implications on how your game experience changes once the Cadet Bonus runs out!
1) Ammo is a bonus, not a drawback!
This is the most important of them all!
Heat is universal and regenerating "ammo". Every weapon uses it to be able to fire. This controls the amount of damage you can deal in any situation. Once you run out of heat you can no longer fire. Ammunition is a special ability that allows a weapon to bypass this regenerating ammo. Yes, ammo is a special ability. Ammo allows you to bypass the controlling factors that heat has on your weaponry AND how much of an effect movement, jumping and map heat have on the damage you do.
This means that,
- when using Energy Weapons, you have to consider the fact that walking and jumping are using up your ammo!
- you also have to consider that Maps have varying ambient temperatures which effect how much "ammo" you are going to have!
2) Lasers take a while to get up to speed!.
The first big thing you need to be aware of is the XP/mech training structure. You can buy 2 skills directly related to heat dissipation for every mech you train: Cool Run (heat dissipation +7.5%) and Heat Containment (+10% heat threshold). Upon completing Elite training these 2 skills are DOUBLED in effectiveness to +15% and +20% respectively.
This means that a mech's ability to power Energy Weapons is NOT at it's full effectiveness until the Mech is trained to Elite status.
3) Energy Weapons aren't just Ballistic Weapons that don't need ammo!
Lasers and ACs are balanced on different principles. They straddle the line between Ballistics and LRMs. Energy weapons are light compared to their Ballistic counterparts AND take fewer slots. The ideal is that, like LRM centric mechs, you use one set of weapons at range and then a secondary, cooler, higher DPS set at closer ranges.
The highest DPS for weight weapons in MWO are
- Medium Lasers (1 ton for 1.25 DPS).
- Small Pulse Lasers (1 ton for 1.24 DPS)
- Small Lasers (.5 ton for 1 DPS)
- Machine Guns (.5 tons for 1 DPS).
4) There is no "energy weapon" module.
- LRMs and Streak SSRMs both benefit greatly from from the Target Decay module.
- AC's, because of their extended ranges, benefit to a higher degree from both the Sensor Range module and the Advanced Zoom.
- Laser weapons have no corresponding module that benefits them more than the other weapon types.
Of course the offset is that you can buy them individually and don't have to train any skills in the Pilot Lab to take them (although you can upgrade their effectiveness). You don't have to save up the 6,000,000 million cBills that some other modules can cost you. IF you can afford it you can start using them much earlier than a module.
Energy Weapons may not be the choice for you!
When spending your Cadet bonus, it's pretty important to understand these things.
Your first few mechs need to be capable of generating you a solid income to keep you in cBills for new mechs, weaponry and upgrades without costing you an absolute fortune. If you have a lot of time to play? It's quite possible this won't matter to you but for those casuals out there this can be a very important choice!
Any mech can power a couple of Energy weapons and almost every Mech in the game is capable of mounting them along side other weapon types. Energy Weapons often function as "backup weapons" for a number of reasons. As examples, many weapons are perfectly capable of running out of ammo. When your ammo is depleted and you are no longer able to fire your "main weapons", a small number of laser weapons will keep you dealing damage, even though that damage is reduced. Also, weapons like LRMs and PPCs have a minimum range under which they deal no damage. Laser wepons are often used to fill in this range gap and provide you with some defence against mechs which close in on you.
"All energy weapon" mechs are a little different and can be exhaustively expensive because of the relationship between your heat and damage. This can mean the necessity to purchase larger engines (often the greatly more expensive XL engines), Double Heat Sinks and other sundries to achieve the same effectiveness as many Ballistic or Missile mechs. Because there is no upkeep costs in Mechwarrior Online (everything is fixed and your ammo is restocked for free), it can make a whole lot of sense to make sure you stick to Mechs with ballistic weapons in the early stages of your journey.
They are simply cheaper to buy, are fully effective much sooner as you train them and generically easier to play well. It's more likely that mechs relying heavily on ballistic weapons will give you a faster progression in the game!
Class dismissed!
This post has been edited to reflect the input of the following players: Koniving, ManaValkyrie.
Thankyou for your input!
Edited by Greyboots, 19 November 2013 - 03:52 PM.