Joseph Mallan, on 08 January 2014 - 05:36 AM, said:
So after saying all this you
still want to Nerf AC20s instead of Fix Lasers????

And you call yourself competitive?
Where did I say nerf AC20? did I fall into a trance and type that somewhere?
Actualy I am opposed to altering the core functionality of weapon performances.
Others have suggested altering ACs to burst weapons and that in my opinion is not the best course of action.
One of the unique characteristics of ACs is the ability to snap fire and maximize cover use.This enriches tactical options cloning the firing mechanics from beam weapons reduces tactical options so,I dislike those options.
The thing is almost every weapon balance thread focuses entirely upon the weapon's mechanics.How much damage it does,how long is the range,what rate of fire etc.
The problem with this line of thinking is it removes the weapons from their actual functional enviorments.No one seems to be concerned with how is damage applied to armor or how the critical hit mechanics are effected by a weapon's applied damage or is there any real discussion about how much damage is to much or how long should X armor value survive Y damage applied.
The underlaying issue is dispersed damage is inferior to concentrated damage when time to kill is the perameters for the discussion.And honestly time to kill is a driving factor in success of a battle.If I can kill an enemy mech in 12 seconds with grouped AC and PPCs and be onto the next I am more efficently causing damage than if I spend 20-30 seconds shooting LRMs or slashing lasers over several body locations at long range vs a moving target.
My opinion is time to kill is too short when group fired pinpoint damage is being applied to targets.And certainly creating shortened time to kill perameters over any other weapon's damage application mechanics.
So no I do not think that increasing laser's effectivness to emulate the (in my opinion) excessive amounts of concentrated damage applied by ACs like multiple autocannon 20s.
This would result in an additional weapon class perpertrating undesireable effects.
I think the mechanic that is in need of looking into is not weapon stats but the armor and critical hit mechanics.
I think I have clearly defined what I see as a disproportionate damage dealing mechanic that heavily favors front loading concentrated damage over all other damage application methods.
The result of this lopsided mechanics issue is a meta revolving around a mechanics failure and not a meta revolving around strategy and tactics detached from exploiting a game mechanics failure.
With an issue like this tactical and strategic options are narrowed game growth is stunted and becoming very bored is a possibility for players.
A healthy meta should be ..
Tactics evolve to handle strong strategies,Later strategies evolve to counter the tactics and newer tactics are developed to handle an evolved strategy.
(ie. base rushing to win via base cap is successful the counter tactic evolves using a defense force and a skirmishing force to pincer the base rushers.Later the base rushers evolve a tactic of feighning a rush to take out the smaller flanking force before moving to cap etc...)
What we have now is.
Game mechanics failures spawn a meta that maximizes exploiting the mechanics and tactics evolve to maximize effectivness of exploiting the mechanics.
(ie. build mechs to fire pinpoint alphas of 30+.This is countered by building more of the same,the evolved strategy to deal with this is poptarting to limit exposure to the 30+ alphas that become prolific due to the meta favoring the exploit tactics)
Do you see my point now?