instead of worrying about what is doing 20 damage, and what isn't
how about, ya know, make it balanced for the game by whatever means necessary. There's a lot more that goes into game balance than just damage and recycle time.
lasers, duration, recycle rate, heat, damage per second, any sort of firing delay, their instant hit nature, their accuracy, no ammo limit, their weight, space, range, how visible they make the firer, how likely damage is to drag across multiple locations
ACs, rate of fire, damage per shell, accuracy, projectile speed, drop, recoil, knock factor, weight, heat, space, ammo limits, danger of ammo fires, range, how long it can sustain fire, how easy it is to repeatedly land your shots on the mech, let alone the same location.
and over each of these, how responsive your mech is to your ability to aim, and how easy it is to get your aim messed up by external factors.
and probably a bunch of other stuff that i can't even begin to think of.
The whole argument of 4 medium lasers vs an ac20 is simplifying to the most basic level something that is very unlikely to be that simple.
the idea should be to stop looking at many of the original numbers as end all, be all, absolutes, and instead looking at what the relationships they were a part of represent, and use them as guidelines. The goal should be to preserve the balance and relationships and roles as much as possible, everything else should be secondary to that, even if it means ac20s are doing more or less than 20 damage every 10s
Edited by VYCanis, 20 January 2012 - 11:38 AM.