Why Lasers Are Non-Competitive, Or, Stop Nerfing Ac's To Try To Make Lasers Better.
#1
Posted 07 January 2014 - 09:44 PM
Large Laser
Min range: 0
Short Range: 450
Max Range: 1350
ER Large Laser
Min range: 0
Short Range: 630
Max Range: 1710
In MW:O
Large Laser
Min range: 0
Short(long in MWO) Range: 450
Max Range: 900
ER Large Laser
Min range: 0
Short (long in MWO) Range: 675
Max Range: 1350
In TT, damage is fully retained, but you get to-hit modifiers for further away.
In MWO, damage scales down linearly from 100% to 0%.
The heat of these weapons has remained the same, while the firing rate goes up.
Lasers already have the ill effect of Damage Over Time, a mechanic introduced to spread damage out like you're watering a garden and thus preventing the surgical destruction of lasers like in TT or old mechwarrior titles. No longer does a medium laser do exactly 5 points of damage to a 40 point Atlas torso, Now it does 2 damage and some change as the atlas rolls around. Even worse damage is applied for outside range. The same thing happens to large lasers as well, making them non-competitive with AC5 and AC2.
Both of these weapons have a max range triple their "long" range. Lasers do not. Lasers have DoT, damage reduction for "over'range, and have had 1/3 of their TT range neutered. That means a sharper decline in damage for being outside "long" range.
This is what makes AC20, AC5, AC2 so powerful compared to lasers. It has nothing to do with people wisely choosing the weapons which aren't nerfed into the ground. It's really about how lasers have been dealt a bad hand every time.
lasers should either have more maximum range, thus extending their damage drop to at least compete with AC, if not be superior (they still generate more heat and LESS DPS), or lasers should do their full damage over their entire much shorter range.
Messing around with projectile speeds on guns and making everything suck isn't the way to go.
#2
Posted 07 January 2014 - 09:47 PM
#3
Posted 07 January 2014 - 10:01 PM
#4
Posted 07 January 2014 - 10:03 PM
#5
Posted 07 January 2014 - 10:03 PM
Myomes, on 07 January 2014 - 09:44 PM, said:
Large Laser
Min range: 0
Short Range: 450
Max Range: 1350
Not sure if you're aware, but your "short range" is actually max range, and I'm not sure where you even got your ER ranges. Any longer ranges are optional advanced rules.
#6
Posted 07 January 2014 - 10:10 PM
Tweaking mechs in the mechlab is cool, but frankenmechs are for Solaris VII, not regular military or shoestring budget merc groups. Standardization is the key to all large militaries.
Okay, going back to my island...
#7
Posted 07 January 2014 - 10:16 PM
Peiper, on 07 January 2014 - 10:10 PM, said:
Tweaking mechs in the mechlab is cool, but frankenmechs are for Solaris VII, not regular military or shoestring budget merc groups. Standardization is the key to all large militaries.
Okay, going back to my island...
Ya know it could be an interesting idea that would also quite possible solve the jump sniping issues. If they limit the amount of ppc that certain jump capable mechs can take it could cut down on it a lot.
#8
Posted 07 January 2014 - 10:22 PM
Not quibbling about your other points (personally, I prefer lasers over ACs, possibly because I have a steady enough hand to keep them on the target location for duration, or possibly because I'm such a bad shot that it gives me a chance to use the beam as a tracer to walk it back over the target til I get some red. Who knows?) but your basis on tabletop rules is wrong. And irrelevant anyway; MWO isn't tabletop.
#9
Posted 07 January 2014 - 10:28 PM
Yet another one of these threads? I must have read at least a dozen all stating the same thing. I don't think PGI has any intention of fixing things. At least not any time soon. They are SO far behind there projections (community warfare? UI2.0?) that big changes to the weapons are probably too time consuming, and don't have an immediate dollar value attached to them, and thus aren't worth looking into.
On the one hand, the game is pretty good. On the other hand, it should/could be SO much better.
#10
Posted 07 January 2014 - 10:31 PM
TT max range on anything was Clan ER LL at 750m (25 hexes) from memory
I think IS was ER PPC at 690m? (23 hexes)
There was a rule set that had a 10+ base To Hit roll at anything up to 100% (?) of max range for all weapons but I never used it, don't quote me.
But its not TT anyway.
#11
Posted 07 January 2014 - 10:40 PM
One factor is that lasers have the advantage of not needing ammo, in previous games with long multi objective missions this was a big factor, but in MWO there is only one battle per game, so running out of ammo is rarely a big problem.
So therefore lasers could be made more powerful to compensate for this different gameplay duration.
#12
Posted 07 January 2014 - 10:40 PM
Myomes, on 07 January 2014 - 09:44 PM, said:
Large Laser
Min range: 0
Short Range: 450
Max Range: 1350
ER Large Laser
Min range: 0
Short Range: 630
Max Range: 1710
...
Huh? Where did you get those TT values from?
See the IS weapons chart from (35000) BattleTech Master Rules:
1 hex = 30m
So based on the official published (non-optional) rules we get:
Large Laser
Min range: 0
Short Range: 150m (= 5 x 30m)
Max Range: 450m (= 15 x 30m)
ER Large Laser
Min range: 0
Short Range: 210m (= 7 x 30m)
Max Range: 570m (= 19 x 30m)
Edit:
Even after looking at the optional rules in (35013) Maximum Tech for Extreme Range I still do not see how you got your numbers. Per the rules on page 23, Extreme Range = Max Medium Range X 2 hexes added to Long Range... So:
Large Laser
Extreme Range: 1050m (= ((10 x 2) + 15) x 30m)
ER Large Laser
Extreme Range: 1410m (= ((14 x 2) + 19) x 30m)
Edited by Asakara, 07 January 2014 - 10:58 PM.
#13
Posted 07 January 2014 - 10:50 PM
#15
Posted 07 January 2014 - 11:13 PM
Varent, on 07 January 2014 - 10:50 PM, said:
I will get you Wrong, because you are wrong.
Medium lasers have less demonstrated effectiveness than LL. And whilst LL might also need something to help them, MLs are in fact in more need of improvement.
Also Mediums and especially Lights tend to use MLs as an option to their more "limited" build arrangements as opposed to LLs which are more prevalent on Heavy or Assault platforms but of course these having much more build options and flexibility to utilise other weaponry also like MLs. So overall the ML needs to be considered as it is has more significance to some platforms.
#17
Posted 07 January 2014 - 11:28 PM
OneEyed Jack, on 07 January 2014 - 11:22 PM, said:
I'm speaking in terms of their relative potentials as per their design parameters (please see this thread for clarification). This since this incorporates balance mechanics and all other aspects associated with their applied use in game.
The ML of course also being less heat efficient, having less range and less damage than a LL as a result.
#18
Posted 07 January 2014 - 11:31 PM
#19
Posted 07 January 2014 - 11:39 PM
Varent, on 07 January 2014 - 11:31 PM, said:
Opinions, people have them, doesn't make them right.
LL are showing to be about 10% more effective in terms of their potential than MLs, fact.
As has been commented above LL's seem to operate well for Assault and Heavy platforms, but if small additions in range will help them compete with other Meta I similarly wont object.
As to the logic of rock, paper, scissors. Effectiveness is not a logic issue, since these things are measured in terms of relative effectiveness.
E.g. if it takes 2 mediums to be as relatively effective as an Assault for their role then on paper to do the job, then you need 2 bits of scissors to beat the rock.
The rock, paper, scissors analogy is only there to help understand what kind of roles perform well at certain tasks, but the reality is it is still about relatives not logic.
Edited by Noesis, 07 January 2014 - 11:40 PM.
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